I would argue this always depends upon what you're doing. For example, in webdev, the culture of prototype fast and break things fast is very abundant, and makes sense when you're just trying to figure out if what you want done is even possible. However, there are many times where you /do/ have to consider the performance impact, because with it, what you're making isn't going to be nice to use.
By dogmatic, I think they meant individuals who will actually argue that '100ms' loop times are 'tiny' and shouldn't be a problem. They don't get the concept that its just one small part of your code, and the rest of it combined can make an entire process take up to 5-10 seconds to do something that should be in a blink or two. Learning about optimization is a part of learning programming, and knowing when to use it. The problem is when you don't know it, and fumble around trying to do so when you've got much bigger problems further ahead.
I ran into this problem a lot with image filtering and working with Canvas's to build an image editor. I talked with some communities about the Uint32Array implimentation in chrome and other browsers and how some of the ES6 goodies, like 'let', are actually bad practice when you start to get into image filtering, because just iterating over all the pixels in an image by using "for(let i=0;i< pixel.length;i++){}" is 3x slower than using var, causing just a single full loop to be 80-120ms on a good computer.
TypeScript compiles down to var, though, so its less of a problem there, but I met a lot of resistance in that statement in general, even though its true, because there's a lot of dogmatism in programming. At the end of the day I'd rather learn and teach good practices and not tell people they're pre-optimizing unless they really don't know much about what they're working with.