You did not properly understand what it said:
NVIDIA’s GLSL implementation therefore does not allow built-in vertex attributes to collide with a generic vertex attributes that is assigned to a particular vertex attribute index with glBindAttribLocation. For example, you should not use gl_Normal (a built-in vertex attribute) and also use glBindAttribLocation to bind a generic vertex attribute named “whatever” to vertex attribute index 2 because gl_Normal aliases to index 2.
Emphasis added. This is about when you want to combine generic attributes with standard ones. If all you want to do is use only generic attributes, you’ve always been free to do so. It is only the combination between them that NVIDIA’s implementation didn’t allow.