I think the important difference is that the in-game macros / addons that were disabled were changing state or reacting to changes in game and leveraging that information to make "smart" choices with a single button press by performing various status checks.
but you're still using logical arguments to manipulate ingame key bindings.
I am not sure I''d agree with that statement here - Yes there is a logic block. However, it does not manipulate in-game keybinds at all. Once defined, a keypress will always generate the same key combo in-game without changing or modifying its behavior.

It's simply a mechanism for re-mapping a keystroke. Keyclone supports keymapping which is functionally equivalent as far as I can tell (and I would assume uses a somewhat approach in the code).