Interesting you mention StarCraft. The replay feature could diverge off due to the non deterministic nature of the game.
That's not the kind of nondeterminism that would cause replay divergence. The PRNG seed is stored in the replay (if it wasn't, almost every game would diverge very quickly. And since the multiplayer works the same basic way, the game would basically not function at all).
The way I remember it was that replay playback would only break if you played a replay with a different game version than it was recorded with.
You misinterpreted the comment you are citing.
This non-determinism would not and did not cause replays to diverge (the PRNG seed was most likely stored and would reproduce exactly the same results).
The comment you linked to doesn't know what they are talking. (Edit: given the context, they know what they're talking about, but you don't)
A game having random mechanisms has absolutely nothing to do with whether it's deterministic.
Slay the spire is 100% deterministic, gameplay-wise. All the online poker games too.