When I read it, what I thought of as 'hyper-abstracted' is more the mistake of building a set of generic objects to then compose your functionality out of, rather than just composing your functionality out of direct function and method calls.
I've been thinking about this a lot lately actually. At some level, when you create a hierarchy of classes and/or a collection of objects, you're deciding that some logic is best implemented with that set of objects and the way they talk to each other as the fundamental building block. It's very much like designing a language; you're designing the lego bricks and then putting them together to make something. The hope is of course that you're going to be able to use those lego bricks in other situations by composing them in different ways.
Where I think we can go wrong is in getting stuck on the one abstraction type; particularly in this case it's falling into a mindset where the only way to compose software is by comnposing objects. Yet at some level, you're going to be composing your logic out of function calls (or what essentially look like them). You need to know at what level you're building and viewing the system. Sure, you can build a set of objects that you can then use to build some other logic that's implemented by their composition and collaboration, but sometimes maybe all you need is a method that implements this logic more directly, using function calls and their results. From far away, it's OOP with objects collaborating via messages; from up close, it's just procedural (or even functional) code with restrictions on the state it has access to.
This mistake I think is embodied in a sentiment I used to pick up on a lot at the tail end of my CS education (around the time Java was really starting to come into fashion). It was a sentiment I'd describe as something like "OOP has superceded procedural programming". To which I'd always want to ask the question "but what about inside your objects?"
I think it's more about recognizing that structure is like cement in that once it's laid down, it holds things in place and can be a pain to pull up and change.
For this reason, it's better to prefer as little structure as you can reasonabley get away with, not more. Now, this is a nuanced view, a senior person can absolutely insist on more structure up front and avoid issues, but they'll have a good reason for doing so that doesn't involve "it's clean code".
But in general, you want as little structure as you can get away with. It's a lot easier to change something that hasn't been abstracted to death with guesses about what the future is going to hold.
I think part of the issue is a perspective thing. If I spend a day throwing something together and it sits for 6 months, great. I got ROI from that code. If 6 months in new requirements come in and I decide I need to rewrite it, who cares. It worked day in and day out for 6 months off a days worth of effort.
Too many people view code as needing to be long lived and unchanging.
I totally agree. It's hard because management relentlessly pushes you to get things 'done', to move onto the next thing. That thing is done already, why do you want to touch it? Why is this thing going to take so long to do, didn't you do those other parts already? Sure, you can have some maintenance time later.... Maybe, I guess. No sorry this new feature is a higher priority. Also why aren't you quicker?
There's a lot of social pressure that pushes people to view code as a thing that's either done and permanent, or not done, unfinished and therefore unacceptable.
I've been thinking about this a lot lately actually. At some level, when you create a hierarchy of classes and/or a collection of objects, you're deciding that some logic is best implemented with that set of objects and the way they talk to each other as the fundamental building block. It's very much like designing a language; you're designing the lego bricks and then putting them together to make something. The hope is of course that you're going to be able to use those lego bricks in other situations by composing them in different ways.
Where I think we can go wrong is in getting stuck on the one abstraction type; particularly in this case it's falling into a mindset where the only way to compose software is by comnposing objects. Yet at some level, you're going to be composing your logic out of function calls (or what essentially look like them). You need to know at what level you're building and viewing the system. Sure, you can build a set of objects that you can then use to build some other logic that's implemented by their composition and collaboration, but sometimes maybe all you need is a method that implements this logic more directly, using function calls and their results. From far away, it's OOP with objects collaborating via messages; from up close, it's just procedural (or even functional) code with restrictions on the state it has access to.
This mistake I think is embodied in a sentiment I used to pick up on a lot at the tail end of my CS education (around the time Java was really starting to come into fashion). It was a sentiment I'd describe as something like "OOP has superceded procedural programming". To which I'd always want to ask the question "but what about inside your objects?"