No, this is not really true for creative works, at least not good, innovative creative works. Specifically, good creation requires adhering to the creator's philosophy, not the philosophy of whoever originally made such a work.
In this case, Pete is speaking of BGS or specifically about Todd Howard and his team. Todd has stated his and his team's philosophy for many years, certainly ever since Morrowind. This is why (as some posters have pointed out) it is ludicrous for "fans" to approach a new game from BGS and his team with the idea of anything necessarily being like the prior game(s).
However, there is an important caveat to this approach and my observation about why the quoted response is incorrect. What Todd is talking about are the various elements or mechanics of any game, not his and his team's various fundamental design philosophies when creating a new work. Since Todd includes the fundamental element of nothing being sacred when he and his team go to create a new game, this means that anyone should expect that the team's fundamental, most important philosophies will always be in each new product. In other words, it is the team's fundamental design philosophies that are sacred, not the basic elements or mechanics within their games.
For example, "player freedom" has always been Todd's most important goal, so each game that his team creates has that as a critical focus. Obviously, there are limitations of hardware, software, budget, etc that always have to be met, but within those limitations, this critical design philosophy will always be present. How this design philosophy is presented in the product as far as game elements and mechanics should be expected to change between games, though.
That's the entire point that Pete is making - that Todd and his team will make changes to game elements and mechanics rather than repeat what they already did in prior products, and the team is willing to take whatever criticism that results from making such changes to the elements/mechanics. This is very different than many developers who simply recreate another product in a franchise that may be set in a different location or have other superficial changes but still plays pretty much like the prior products in the same franchise. The latter philosophy is merely making iterations, not innovations. BGS' philosophy is riskier from a business perspective but it has been successful, so far, very much so.
Obviously, there is a market for both approaches. However, if some Fallout "fans" simply want BGS to create a new game that has the same elements as the first games in the franchise, they might as well go elsewhere rather than posting complaints here or on other forums. The later act won't change BGS' fundamental philosophy of how to design a successful game and the market response to this philosophy, both from consumers and from the industry, has been far more positive than negative.
I have my own criticisms of Todd and his team despite the support and promotion I have done for BGS products, particularly as pedagogical tools, for over a decade now. My criticisms focus on actual facts of the works rather than merely my own preferences. For example, I have repeatedly called Todd and Pete out for making their standard claims of "be anyone you want and do anything you want" because their character aesthetics do not allow such freedom, therefore they need to stop making such misleading/false marketing claims about BGS products. Of course, I have my own preference for character aesthetics, but my criticism is not about my preference (or not only about it) but actually about the false claims made, as well as the fact that my own preferences have been proven to be significantly popular by the modding community. More choice only makes strides towards meeting the claims of complete freedom to "be anyone you want and do anything you want" after all.
Likewise, I have criticized the poor lighting in BGS products because it undermines the choice to realistically feel like you are playing an intelligent character who takes care with approaching combat rather than a character who simply runs in sword swinging or guns blazing. Along with this criticism is the fact that there is an enormous bias towards melee characters and projectile weaponry with a similar bias against ranged attacks and energy/magic characters.
These are some examples of factual criticism of BGS' games. Overall, Todd and his team do an excellent job, but there is always room for improvement, particular in making much better strides towards meeting their marketing claims.