Yeah, I wouldn't trust that source. Considering how ingrained XNA is in the Windows Phone and Xbox 360 DNA, I really don't see it going anywhere anytime soon. The beauty of it is that it can even work for Windows 8 tablets without a problem, since it's all managed code. You can very easily write one set of code that works perfectly well with both Windows (from XP to 7) and the Xbox 360, and with a bit of addition work make the same code work with Windows Phone (though that uses a subset, obviously, so advanced shaders and XACT sound will not work).
And yeah, managed DirectX was a nightmare. Fortunately, it went away quickly.
As for the code, dealing with memory is not something that any managed code should have to do. When you do any sort of direct memory manipulation it jumps outside of the confines of the managed environment. The second you touch memory directly is when you start having to deal with endian issues and how long the native code that you're trying to nurture into working thinks that an "int" is. The moment you escape that sandbox, you're losing out on some of the biggest benefits of using managed code in the first place.
And yep, there are some terrible .NET bindings out there. I've used a bunch of them myself. I remember using one OpenGL binding that renamed a bunch of functions. I can't remember off-hand which one that I used semi-recently (read: something like six months ago), but it was quite good. The best part about it is that it made great use of what .NET offered while still leaving everything similar enough that you could port C/GL code over without much of an issue.