There's only two factors that makes the original statement true:
1) You can't afford to let people stay on colonyships, because every turn they are on there, they don't grow. Before, with the fast growth rate, this is not really a problem, now it is somewhat more serious, although still not that big of a deal.
2) The maintenance cost of new colonies. Before when you colonize a planet, in a few turns it will produce way more than the maintenance value. Now it takes much longer. So you will be 'paying' for those colonies more so than before.
Both of these factors serve to slow down the rush, but at a really insignificant rate, because anyone can see that it is still much more useful to grab planets and wait a while instead of not doing so, and let the AI take them. The change to population just makes the pop growth ability useful, or even overpowered, but otherwise, has no significant impact on how the game is played.
If the intention was to slow down the colony rush, all that is really needed is to increase the cost of the colony modules. I've modded this in, and have been happy with the result. With each colony ship costing 2500+ BC, you just can't afford to buy a lot, and building them takes much longer as well, thus significantly slowly down the rushing. If you think about it, the initial colony is a farm, a factory, and a research center in one, but the cost of the colony module that made it is nowhere near the result.