Celeste's challenge does not derive from executing individual moves, it's about chaining them together in clever, fun ways. Please list what platformers/software you work on so I can avoid using them.
"Only if the levels were not designed with these affordances in mind, which I assume they were."
Unless you can name even one level that requires coyote jumps or input buffering, I assume you literally do not know what you're talking about regarding Celeste.
Bad games can use literally any mechanic as a crutch to compensate for bad level design. Quality-of-life mechanics at worse will just make an already bad game as bad as it was, and most of the time only serve to make the game better.
> I assume you literally do not know what you're talking about regarding Celeste.
This is true; I do not. This is because I was not referring to Celeste in particular, but games with these kinds of fudges in general, and I was careful to point out that my criticism was only applicable when levels were designed to take advantage of these kinds of fudges. If the levels of Celeste, specifically, are not so designed, then what I wrote is not applicable to Celeste.