It's more that the actual problem hasn't been defined yet.
I haven't had a chance to see the video the OP was inspired by, but I'll give it a try.
Apparently the OP is outraged by seeing their own as well as other players' IP addresses and ports used, which I think the referenced video pointed out as being some kind of security risk. Both parties seem to be blissfully unaware that, ED operating on a peer-to-peer basis, it's not only possible but mandatory to know other players' IP addresses and ports in order to be able to connect and instance with them. This, by the way, is the reason why we do that port forwarding dance and shuffle.
I think the argument is that
logging those addresses to an unprotected plain text log file poses some kind of security risk; but essentially every PC owner is a local administrator in some form or another anyway, so finding out which other network peers your machine is connected to and on which ports isn't exactly witchcraft or prevented in anyway by obfuscating those connections in the log file, while not having that information available in the log may hinder debugging in case of networking issues.
Security by obscurity never works in the long term, and often times not even in the short term. And frankly, if you offer any
other kinds of services on your public IP address whatsoever, you should know what you're doing to keep those services safe, and if you don't, you should turn off your computer. And if you're one of the
really smart people running an exposed host on the internet, you don't need ED to compromise that host.
If a network connection between two computers is established (as is the case when you instance together in this peer-to-peer networked game), you can see your peers, and your peers can see you. If you don't want that, you cannot play online games.