I didn't know that constraint propagation existed. Having a quick look it does look the same.
In the in the original WFC(wave function collapse)[0] versions it always used an example of a completed output and generated all valid tile combinations from that. For a game this means that the developer can use hand made maps as examples for it to create new plausible maps. In the common vernacular WFC doesn't use this step and just directly either generates what combinations work or the devs manually decide what tiles can be next to others. Perhaps only the combination of both steps should be considered WFC.
Just to guess I think this is probably a case of it being developed independently in different fields. It's good to have another name for it as I always hated it being called "wave function collapse" when that is a physics thing.
The readme there refers to WFC as "constraint propagation with a saved stationary distribution" which makes sense; the goal is to have distributions of tiles similar to the sample image.