As someone who's worked in science and finance (modeling, not accounting), floats work just fine, thank you very much. The modeling/accounting split in finance is a legit point of confusion, though.
This is a good link to send to people: https://floating-point-gui.de/
Decimal floats would operate just as we're used to, and would solve 95% of our floating point problems.
It does not in fact solve the problem identified in this blog post (a non-associative issue). It does not solve any of the problems I generally see mentioned in topics like multiplayer video game desyncs (math libraries on different platforms don't return the same results). It's a pretty bold assertion that "95% of our floating point problems" would be solved.
Multiply 90.34326 by 0.1 and then 0.1 again? Once again, all platforms will correctly and EXACTLY give the result 0.9034326. No loss of precision at all. Or do it 0.1 times 90.34326 times 0.1. Same result (exactly the same). Do that with binary floats and you're in for a world of hurt.
The article itself actually started with your assumption... and found it wasn't true. The type conversion wasn't the issue--it was coming back as the same value on all the different systems.
The flaw was that the sum came out wrong depending on the order that it was done. And the input numbers were (if I'm understanding correctly) computed as a / b, for some integer values a and b, which are not generally perfectly precise in decimal or binary floating point.