Actually that's encapsulation -- a design decision that any object should only be manipulable using its own methods. It's relatively "safe", but sometimes a fella just wants to use good old-fashioned addition on a component he understands.
you refer to :
Camera.main.transform.Translate(move*Time.deltaTime);
Maybe I misunderstood what you said
Do you mean that the above code is a typical example of an object being manipulated by its own methods ?
If so, nope
It is the direct opposite
In the above code the object is "transform" which is an object of the class "Transform"
the class Transform contains the method Translate()
Unity instance the object "transform" in the background for you
"Camera" is a redundant term you could even omit it
This an example of component based programming