With that in mind, let's look at the crux of the argument: "If we can't decide if a program P solves a task T, then we certainly can't solve the even harder problem of finding a program P that solves a given task."
That's simply not true. We can decide if a program P solves a task T, for a specific program. Moreover, that means that for large classes of tasks, we actually can throw mud at the wall and see if it sticks - as long as it's decidable if the particular program P solves the particular task T.
And for any problems you can exhaustively test, hey, you really can rely entirely on TDD and hill-climbing the problem space. Hence, bowling scores being easier than Sudoku solvers.
As soon as you leave the (almost) exhaustively testable space, things become harder. And it's worth keeping in mind that TDD originates from a payroll system - something that's more amenable to exhaustive testing ("do all of our employees get the right amount, and did HR/finance stop yelling, and is our CFO not getting jailed for tax evasion") than a systematic approach. (Government plus corporate bureuacracy means that there are absolutely no deep structures to find. It's all about the special cases)
You can still do "TDD" at a higher level. You just need to accept that TDD is simply a primitive form of formally establishing your constraints, and that some constraints are hard to establish purely through testing. But that there exist many formalism to allow you to express higher level constraints.
This is at the core of the Haskell/Rust quip that "once the type checker/borrow checker is quiet, you can be confident the solution works".
Maybe constraint-driven design would've been a better name.