The above problem is about latency of stop the world collectors in a domain that requires extremely low latency. And if you think that stop the world collections are representative of garbage collection as a whole (i.e. the "bad rap"), this is just not being up to the state of the art. (It's just that generational/incremental collection is hard to impossible without having support for write barriers/read barriers/snapshotting on the compiler or hardware side, which makes that a practical no-go for a language that was never designed to have GC support.)
But in terms of throughput, the BDW GC actually performs pretty well, competitive with or beating malloc()/free() libraries. This is plenty enough for a number of applications, especially when it comes to batch processing. In fact, even the stop the world latency is (combined with parallel marking) plenty good enough for a number of types of regular GUI applications, where you don't have the fairly extreme latency requirements of standard video games.
It is also worth noting that manual deallocation (especially via RAII) isn't a panacea for latency, as that is just as prone to large pauses due to cascading deletes [1].
[1] While in theory you can do that lazily, in this case you're losing timeliness of deletion and may actually have worse worst case latency than a modern GC that can stagger its work to have bounded pause times. The benefit of RAII is that you may be able to plan these deletions, but even that can be surprisingly difficult at times, requiring extra management to keep data structures alive longer than normal. [2]
[2] Note that lazily deleting objects in RC to avoid pause times is not necessarily the answer; for one thing, you're introducing much of the complexity associated with incremental GC again (especially having to do X amount of deallocation work for each allocation), or risking considerable space overhead. https://dl.acm.org/doi/abs/10.1145/964001.964019 It also remains a difficult challenge when you're dealing with objects that aren't of bounded size (e.g. large arrays).