The person you are responding to is right actually. I drew in an ASCII art a diagram of the various game trees so it will be easier for you to see this:
On Wikipedia they created two trees one with 2A.
-> Keep -> 2A
2A -> Switch -> A
0.5 ->
A -> Keep -> A
-> Switch -> 2A
And another with 1/2A
-> Keep -> A
A -> Switch -> A/2
0.5 ->
A/2 -> Keep -> A/2
-> Switch -> A
Notice now that there is no game in which A is both 2A and A/2.
If you don't think this is the error, you're not thinking in imperfect information terms. You're thinking in perfect information terms. This sort of splitting action is allowed in perfect information games! In imperfect information games, you are in multiple subgames at the same time. A has to be the same A in both subgames, because you can't discriminate between which game you are in. So you're not allowed to do this. It is wrong!
This gets at the core of what the question is trying to make people notice. You can't do this with imperfect information. You can only do it with perfect information. You can't do it over information sets and strategy spaces. You can only do it over states and action spaces.
But they do it. And then they combine them back into the same analysis when they say 1/2(Game tree 1 switch case) + 1/2 (Game tree 2 keep case). And you can't do that, because game tree one depends on game tree ones keep case and game tree 2 depends on its switch case! You can't tell which you are in, so you are in both - not one or the other. You can't combine the two different subgames from two different trees like you could in perfect information! You have to stick with the same game tree.
And that is what the person you are mistakenly correcting is saying. Pick one or the other, you can't have both.
PS: There are other errors in the problem, like that when you solve it with an MDP or the Bellman equations you actually /do/ end up with 100% Switch having an expected value of zero. So if you spotted some other error, that doesn't mean that the person you are correcting is wrong in their correction. There are multiple issues with the way the wikipedia article approaches the conclusion.
PPS: This exact confusion that people are talking about is actually something that happened in practice in the solving of imperfect information games! IIRC the Pluribus paper author corrected a reasoning error of this type when he introduced sub game reach solving? I might be misremembering here, since its been a while since I listened to his talk, but my fuzzy memory suggests that confusion about subgames interacting with each other was the root cause of a failure in some of the poker research for subgame solving in a blueprint abstraction.