The video is actually describing the exact same thing as the blog post. The approach of FROMSOFT to NPC AI hasn't really changed much at all between Dark Souls and Elden Ring. (One of the most impressive things about their studio imo is the way they don't change much between titles, and yet all the games have a quite unique feel)
What the video refers to as a "Combat Wheel" is, in my opinion, much more easily explained as a weighted random selection. It really just takes a list of functions and randomly chooses one to call with dynamic weights. (But I appreciate that I differ significantly from AI academia on this point, because I also think the term "utility ai" is a really silly term for... dynamically weighting options before selection)
Likewise the start of that video talks a lot about the "Goals", in reference to complex planners like GOAP (which is the approach famously used in FEAR) and HTNs, but there is no planner here. It's just a basic pushdown automata.
Anyway, the reason I wrote this post in the first place is mostly because I watched that video and it felt a bit off, and investigated the code myself.