For me they fit the bill actually. I was in fact more than delighted with the book. It was more useful than I expected it to be.
There are no names and cash rewards cited which is great because I always seem to end up having to change those, and what others describe as just character motivations in fact are what I need for an adventure seed in mid play (and to be fair the one most recently cited is one of more motivation based rather than adventure seed but its still useable for me). The problem I have with normal patrons is players who can work out whats going on due to their photographic memory or simple long term familiarity with the game. I have to do as much work on a normal patron tweaking it my current game needs so as to present my players with something novel as I do filling in details to flesh out the 760 Patrons to do the same. The ones presented in this book give me more scope and, in general, are preferable to a classic patron.
With no name, no reward and adventure seeds of limited detail, these are actually preferable Patrons for me, BUT I have to agree they don't match the definition given in the core rules which is based on past game versions and hence would provide expectations.