While true, to avoid confusion, it might be better rephrased without bringing human color perception or even colors into the mix.
sRGB uses non-linear (gamma) values, which are good for 8-bit representation. However, operating on them as normal (linear) numbers using average (expecting blur) or addition, multiplication (expecting addition, multiplication of corresponding light) - gives nonsensical, mathematically and physically inaccurate results, perceived by any sensor, human or animal as not what was expected.
RGB colorspace in it's linear form is actually very good for calculations, it's the gamma that messes things up.
In simplified monochrome sRGB/gamma space, a value v means k·v^g units of light, for some k and gamma g = 2.2. Attempting to calculate an average like below is simply incorrect - you need to degamma¹ (remove the ^g), calculate and then re-gamma (reapply ^g).
(k*v1^g + k*v2^g)/2 = k*(v1^g + v2^g)/2 != k*((v1+v2)/2)^g
¹ gamma function in sRGB is a bit more complex than f(x) = x^2.2