OK, maybe it's more complicated than I thought. Here's my best guess from what I know:

In the case of Tivoization, the GPL code isn't linked with any proprietary code. The user can still build the program as a whole, but is unable to sign it so that the device will execute it.

In this case, LGPL code is linked with proprietary code: both the game itself and the vendor's libraries. In this situation, section 6 requires a way for the user to relink the rest of the code to their modified version of the library: either source code, object code, or a dynamically linked binary. A game developer could theoretically distribute their game's source code or object code without the assets, but they cannot redistribute the tools and libraries from the platform vendor to the general public.

On Wed, Mar 29, 2023 at 1:28 PM Zebediah Figura <zfigura@codeweavers.com> wrote:
On 3/29/23 12:00, Esme Povirk wrote:
>> Unfortunately FAudio cannot, counterintuitively, link to LGPL code,
>> because it needs to be able to run on embedded platforms, which (for
>> reasons I do not understand) cannot ship any LGPL code.
>
> It's quite simple. If a platform (such as Nintendo Switch) does not allow
> users to sideload their own code on it, it's not possible to comply with
> the terms of the LGPL while shipping LGPL code on that platform, because
> the user cannot install their own modified version of the LGPL library.
>

Isn't that what tivoization is, or do I misunderstand? And if so, I
would assume that only restricts (L)GPL v3, whereas LGPL v2 would still
be fine.