Ugh. I don't want to quote all 25 of the things I disagree with about this article, so here's the first one that came up.
A well-designed UI is not necessarily intuitive. Think about vi, or the command line, or Blender, or Figma, or pretty much any UI designed for experts who spend every day using the system. These UIs trade intuitiveness and simplicity for power and speed. They do so knowingly.
It's not actually desirable to make a UI intuitive—which is to say, to make it behave the way a naive user would expect the first time they use it. Not if you can instead make it more powerful, and train the users how to use it instead.
An intuitive submarine control might have buttons to go up and down, left and right, and turn, and then a big red button that says "launch torpedo", like in video games. But I bet that's a bad UI for a real submarine. Instead you want it to have a lot of information on the screen, and hundreds of different functions it can perform if only you've gone through an intense training program to learn how to operate it, which is what the Navy does.
I don't think that being difficult to understand and prone to making mistakes is the opposite of intuitive, either. I think those are orthogonal.
None of this is to excuse the design of that system, which I've never used, and can't defend or attack. It's just I know that this is a hard problem that you can't get around by saying "just design it better".