But the proposed solution provides no value over datagrams, while it has plenty of downsides.
Let me rephrase the problem here for a simple FPS game:
The entire world state (or, the subset that the client is supposed to know about) is provided in each packet sent from the server. The last few actions with timestamps are in each packet sent from the client. You always want to have the latest of each, with lowest possible latency. Both sides send one packet per tick.
You do not want retransmission based on the knowledge that a packet was lost (the RTT is way too long for the information that a packet was lost to ever be useful, you just retransmit everything every tick), you do not want congestion control (total bandwidth is negligible, and if there is too much packet loss to maintain what is required, there is no possible solution to maintain sufficient performance and you shouldn't even try), and none of the other features talked about in the post add anything of value, either.
It reads like someone really likes QUIC, it fit well into their problems, and they are a bit too enthusiastic about evangelizing it.