I disagree.
I will point out reduce doesn't mean remove. Reducing button bloat doesn't mean we have to remove actions.
However, when adding actions, we shouldn't be adding them in a manner that increases button bloat. This way lies madness, because there is a hard limit to what is a reasonable expectation for individuals to be able to map and utilize. This is why keeping button count down but finding ways to increase action number and depth is important.
This is why if an action must take up a valuable button slot, it should be because it is a unique action that couldn't have been implemented in any other way - at least not yet.
It's why "anything that can be reduced should be reduced." is perfectly valid as a design principle. Weapon combos? Give the option for one button. Conditionals? Design a mechanic so that the conditional is as far reduced in key demand as possible.
Extraneous heal buttons? Sure, get rid of them. I'm hardly going to argue with any of the above, because the less bloat on our keybinds, the less likely we are to lose things moving forward, so maybe kit expansions get to feel like kit expansions instead of filling what was removed prior.