I don't really care too much about all the other conversations going on here, but it sounds to me like Vincke was talking about hidden mechanics that make the game more accessible to players. Consider this example from Celeste:
https://youtu.be/yorTG9at90g?t=633Coyote Time is one of those things that doesn't make sense, but helps players not get frustrated by the playing the game imperfectly. There are other games with other examples, like shooters where the first couple of bullets aimed at the player are guaranteed misses to help them become aware a combat has started, and so on.
I think what Vincke is trying to say is that there will be mechanics that help a player succeed more frequently than statistically true to help them enjoy a game with randomness. Consider the opposite, XCOM, where players miss 90% "gimme" shots because of true randomness. This has led to people being rampantly frustrated by an otherwise awesome game. The "feel" of missing a 90% shot, while statistically possible, is unfun for many people. It looks like BG3 will have help on randomness to build more fun.
I, for one, love this. It simulates a reasonable GM on a computer. It also encourages people not to save scum.