I mostly agree with your definition of a game changer, but your rules are more strict than mine. In 2010 Hogsmeade itself was a game changer for the reasons you mentioned. I also felt that Forbidden Journey was a game changer itself in just how detailed and in-depth an IP-based attraction could be, not to mention the astounding technical prowess of the ride system. Admittedly I haven't traveled outside the US in the last 15 years so I can't compare attractions like at TDS and Shanghai, but for me Rise of the Resistance was the first attraction since Forbidden Journey to really make me think, "wow, this is at a higher level to a degree that feels like it shouldn't exist." I feel that it truly challenges what a theme park attraction can be and is the first one to really break the mold that's been in place for a few decades now, where either the queue is a passive experience that gives you bits of the story or you're presented with a pre show that sets up everything, followed by the remaining queue to the ride vehicles.
Rise of the Resistance asks, "what if the pre-show was also a ride?" "What if the way you are corralled through the queue and grouped was a thematic part of the experience that actively places the riders into the story instead of passive observers?" The entire experience constantly subverts your expectations of what you've come to know and expect from theme park attractions. It's true that if the attraction were just the hologram room followed by the main ride, it would be much more difficult to call it a game changer.