Earlier quoted context omitted.
I think the symmetric delay here makes sense, since you're trying to simulate the latency of a (likely) symmetric connection between another client and the server. If you only add latency on the transmission, then 2 actions taken at the same time by players with different amounts of physical latency will be processed at different times. If we assume the game clocks on each client and the server are in sync, then this…
You can accomplish this by putting it all on the client, all on the server, or a mix of both (what they chose). For all on the server, you could add latency right after receiving data from the client, but before game code processes it, and before sending data to the client. That said, there likely were technical considerations involved in their decision to do a mix of both.
I now wonder too what those technical considerations are, since having the client add latency requires trusting the client to add the delay and not cheat.