He still gives the same explanation
Create a simplified geometry of the scene. Make bounding boxes out of it, ray hits box, test if it hits triangle. Voila.
Same thing as the coding adventure tutorial.
Nobody cares how the bounding boxes were actually made in an optimized and accelerated way. The BVH structure is based on that simplified geometry, that's it, that's the layman explanation. He doesn't say bounding boxes are geometry.
I brought up a video from DF saying exactly this. Now, I don't think the guy is flawless, but I put in more effort so far than you did to find faults, except saying he does it often. Now if the example I gave above you interpret that as being wrong, we're off to a war of interpretations and I don't have time to waste on that. His version is simplified, but he didn't say it wrong.