Yes, adding any sort of nonlinear distortion to audio will make frequencies depend on other frequencies, i.e. audible frequencies in the output of an effect can depend on supersonic frequencies in its input. For example, if you add a 100 kHz sine wave through a high-gain guitar amplifier, you'll definitely be able to hear it.
I didn't really see a mention of this point in the article since there was no "So when do you need 192 kHz?" section, but in its defense, DACs, amplifiers, speakers, and room ambiance are all incredibly linear in 2019, so for music listening, most super-sonic frequency content doesn't turn into to lower frequencies. It does matter when you're using the very nonlinear Apple earbuds, but if you were doing that, you wouldn't care about audio quality in the first place.
He mentions this in the section "192kHz considered harmful" without the misleading rubbishing of Apple earbuds (which are among the best regular earbuds on the market, for what it's worth).
In most sensible systems, super-sonic content should be filtered out before it has a chance of doing nothing other than risking the fidelity of the final output.
As for your quip about a 100 kHz sine wave sent through a guitar amp, what you'd be able to hear are the distortions and subharmonics which are below 20 kHz—and if they're desirable in the recording they would need to be captured as their sub-20 kHz components. Capturing the >20 kHz components will do nothing but make the sound wildly and randomly inconsistent depending on the consumer's system.
I didn't really see a mention of this point in the article since there was no "So when do you need 192 kHz?" section, but in its defense, DACs, amplifiers, speakers, and room ambiance are all incredibly linear in 2019, so for music listening, most super-sonic frequency content doesn't turn into to lower frequencies. It does matter when you're using the very nonlinear Apple earbuds, but if you were doing that, you wouldn't care about audio quality in the first place.