It seems pretty clear what should happen here: Apple should be able to require you to accept their payment system, but not to require you to charge uniform pricing across payment systems, and not be able to charge you anything for sales outside of their payment system.
Now you can continue to use Apple's payment system all you like, but if Apple continues to charge 30% when e.g. Stripe charges ~3%, you're going to pay the difference for the privilege.
And with any luck that would encourage Apple to match Stripe's fees, but either way, now the choice is yours instead of the extra fees being hidden and mandatory.
The test of whether they're in compliance should be whether it's feasible to sell an app to an iOS user without paying anything to Apple.
Apple can charge for whatever they want, but they can't put up a troll bridge between other businesses and their customers. Then you can choose whether to use their service or not. If they want to charge for payment processing, you can use Stripe or Paypal. If they want to charge for XCode, you can use VSCode or emacs. If they want to charge for app distribution, you can use the Epic Games Store -- or Google Play -- or host it yourself on AWS or your own servers. Whatever they want to charge for, they have to open up to competition.
If their services are good and well-priced then people will choose them even when they have an alternative. If they're not, they won't.
Now you can continue to use Apple's payment system all you like, but if Apple continues to charge 30% when e.g. Stripe charges ~3%, you're going to pay the difference for the privilege.
And with any luck that would encourage Apple to match Stripe's fees, but either way, now the choice is yours instead of the extra fees being hidden and mandatory.