I'm not a KID player myself, but it seems the point of h5 was to redeploy the knight rather than pawn storming (which of course is nevertheless the general plan at the same time, as others pointed out). the points regarding the 'weakening of the king' were more relevant at 2.g6, and certainly at the 10th move the die had been long cast.
however it's also beneficial to note that in sharp openings like KID the opening theory mostly supercedes any practical rules of thumb. so even if "don't push castled pawns" might be generally good advice, concrete variations (ie. theory) include known specific exceptions. because no matter how 'weak' (in the rule of thumb sense) the king might appear, it ISN'T weak if the test of thousands of GMs and time can't provide a winning line.
to learn about these things you need to begin playing openings that weaken your castled pawns deliberately. basically any fianchettoing opening. sure you'll get demolished at first, but it's the only way to learn how to deal with the specific problems. but it also means heavy booking up on opening theory, which might not be that efficient time usage yet on your level.
although, if you like quiet games, it might be best to keep the castling intact. because once you push them, they WILL be attacked. which you can also see in how black's kingside ended being ripped apart. it's the downside, and you need to be prepared for it at all times.