I'm not sure IKE was really serious, but as others have observed, the numbers don't have to add to 100%, and only would if every match had exactly one "decisive" factor. Many have more than one, e.g. a 40-35 match where the winner had 10/10/10/10, and many don't have any, e.g. a 40-20 match with the same breakdown.
Other definitions of "decisive" are possible, which is why for quantitative analysis it's important to pick one and be clear about what it is.
Another interesting distinction is between
a decisive factor and
the decisive factor. The same data can be sliced and diced many ways, one of which is to count matches decided by exactly one distinct scoring category. I did a bunch of that and won't bore you with it; for the most part it shows the same general characteristics with different numbers. One might be worth noting though:
Foul points "a deciding factor" (as in the earlier tables)
Code:
Matches Percentage
Year Q+E(Q/E) Q+E(Q/E)
2012 448(385/63) 7%(7%/6%)
2013 428(359/69) 5%(5%/6%)
2014 1238(1057/181) 13%(13%/12%)
Foul points "the deciding factor"
Code:
Matches Percentage
2012 113(112/1) 2%(2%/0%)
2013 67(66/1) 1%(1%/0%)
2014 429(405/24) 4%(5%/2%)
The lower table shows just how much worse AA fared against this metric than past games. This is 2x worse in the aggregate than past games, and maybe more importantly far worse than that in the elimination rounds. I think it likely that each and every one of those 429 matches represents a situation where three teams "walked away mad" - at themselves or an alliance partner for doing something they knew they shouldn't have done and were trying not to do, or at the game officials for making a call they couldn't understand. The numbers don't tell you which it was, but either way it's a Bad Thing we should all want to happen as infrequently as possible.
IMO, this is a measurable factor that goes a long way toward explaining some of the intense dislike of this game. Having matches decided by factors that involve necessarily inconsistent and often inscrutable human judgement calls is what's called in the world of quality analysis a "dissatisfier" - something that causes dissatisfaction (no matter what the product's other good qualities) if got wrong, though no one ever compliments anyone for getting it right.
No, not all foul points are questionable or hard to accept, but in the aggregate they're a good proxy measurement for the rate of occurrence of ones that are. Again IMO, I'll propose that the cold hard percentage rate of "matches decided by foul points" (either one, computed in this or a similar way of your choice) is a useful inverse "figure of merit" for a game. Keeping it low should be an explicit game design goal in the future.