PCG and NN-generated are definitely not the same thing though. I've done both, and most PCG is made using plain-old programming and art assets-- it's just more flexible to configure at runtime. Anyone I've seen trying to do real on-the-fly game content generation using generative AI is either a) making flexible but useless NPC dialog, or b) basically using it as an expensive random number generator because it's nowhere close to good enough to create immediately usable game assets that reliably work with a game.
In specific genres of game where the developers put a lot of effort into the mechanics to facilitate procedural generation, yes it's interesting. You can't tell me Dwarf Fortress was fast and easy to make because fortresses are procedurally generated.