I mean, that's not an outrageous answer. "Clean design" is not antithetical to Disney. Clean in this case doesn't necessarily mean without ornament or detail, it means without extraneous business that muddies the intention. The example she gives is specifically because of its empasis on guest-facing function and the way the building it is reflective of its purpose. That's not the worst way to design a theme park. Most of the successful architecture in the parks falls in this category.
In fact, someone in the Bruce Vaughn thread has been complaining for pages about how Mission: Breakout's design is overwhelmed with ornament to the point that it both fails to communicate its purpose clearly and is aesthetically ugly, which basically everyone agrees on. Greater clarity in that design, even if it meant less "stuff", would likely have been super helpful towards improving that part of the park.