Audio samples are point samples (usually). This is nice, because there's a whole theory on how to upsample point samples without loss of information. But more importantly, this theory works because it matches how your playback hardware functions (for both analog and digital reasons that I won't go into).
Pixels, however, are actually displayed by the hardware as little physical rectangles. Take a magnifying glass and check. Treating them as points is a bad approximation that can only result in unnecessarily blurry images.
I have no idea why this article is quoted so often. Maybe "everybody is doing it wrong" is just a popular article genre. Maybe not everyone is familiar enough with sampling theory to know exactly why it works in audio (to see why those reasons don't apply to graphics).