What data did they use to determine that users needed this?
How are they verifying that what they built is better than investing nothing into this?
I am personally far more interested in those kinds of UX questions than a shiny checkbox.
I don't necessarily think we should never try for something better but it should be based on data. It should also recognise the physical metaphor that these controls were based on for a reason. Ask a question on a paper form and a checkbox is simple for cognitive load. That's why I get annoyed at these flat designs where buttons don't look like buttons and tabs don't look like tabs so you end up having to explore to use something that would be 100 times easier in a paper form. Using hover for feedback is perverse both because it requires you interact with controls to work out whether you can interact with them and secondly that it doesn't work instinctively (or at all) on touch devices.
I hear you on the misuse of statistics, but unless you're running multivariate experiments, this isn't much of an issue. Yes, if you can't even describe an experiment in a table/matrix, then it's probably too complicated and the results difficult to parse. I think most A/B tests don’t fall into this category and are far simpler.
Let me try to offer a practical A/B test for this checkbox.
Hypothesis: We believe that making the checkbox animated and reactive will result in people creating more to-do list items right after using the checkbox because they love it so much.
Test: To verify that we will deploy the new checkbox to half the users, and half the users get the normal one. Run this for a duration of two weeks.
Metric: We will measure the amount of to-do list items created right after someone completes a to-do list item.
Criteria: We are right if people with the new checkbox create 1.2x more to-do list items than the ones with the old one.
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The above is not a difficult experiment to create or analyze.
Your design sensibilities are somehow inverted.
The iPhone and its UI might be the best example of the last 20 years - very few things even come close. But - there are many more examples of bad designs created by people who were not as visionary or excellent as they thought they were.
That's why as a user I don't discount Google's approach - it will never reach the highs or lows of a visionary design, but for most things, the middle-of-the-road approach is probably best.
I haven't used iOS but have used MacOS and although I would argue that MacOS to me is not a good UI (you have to learn what most things do before you can do them), the consistency is somewhat comforting.