Well, I'm trying to learn by looking at the samples. I tried it out and the following workaround sorta works too if I have a sprite with overlapped text, although I'm not really sure what I'm doing yet.
I figured out something that fixes the samples' text rendering. If I increase the Material > Render Queue setting by one, so it's 3001, the text becomes visible. If it's at the default 3000, it is invisible. Another poster on the Unity forum thread mentioned that TDE changes the sorting layers, so that's why strikethrough went behind the text.