I don't really agree. I think it's completely valid to explore a GPU architecture in which rasterization is done in software, with a perhaps a bit of support in the ISA. That's what they've done here, and they do demonstrate running OpenGL ES.
The value of this approach depends on the workload. If it's mostly rasterizing large triangles with simple shaders, then a hardware rasterizer buys you a lot. However, as triangles get smaller, a pure software rasterizer can win (as demonstrated by Nanite). And as you spend more time in shaders, the relative amount of overhead from software rasterization decreases; this was shown in the cudaraster paper[1].
Overall, if we can get simpler hardware with more of a focus on compute power, I think that's a good thing, and I think it's completely fine to call that a GPU.
[1]: https://research.nvidia.com/publication/high-performance-sof...