It may help with the intuition if we make this a little more concrete.
Let's just consider what happens in $\mathbb R^3,$
treated as Cartesian coordinates of three-dimensional space.
A change in reference system would be a different way of measuring the coordinates to all points in space.
This happens for example in a first-person video game where you're flying an aircraft or spaceship; as you roll, pitch, and yaw your craft the game has to change the view on the screen accordingly. It does this by taking the coordinates of each object in the "world" frame and figuring out their new coordinates in your changed reference system: how far to the right, "above", or in front of you each object should appear.
If you put your craft at the origin of coordinates and remain there
while you rotate, the change in coordinates is a linear transformation
(the zero vector remains zero).
Then instead of locating each point in space by taking a linear combination of the three unit vectors along the $x,$ $y,$ and $z$ axes,
the game figures out a linear combination of the three unit vectors "forward," "right," and "up" (from your rotated orientation) to reach the same point.
There can also be less "natural" changes in reference frame in which we measure the distance along each axis differently, or in which the three axes are not perpendicular to each other. But we're still able to travel some number of units in the direction of the first axis, then some number of units in the direction of the second axis, then some in the direction of the third axis, to get to any point in space that we want.
A common characteristic of all such changes of reference frame is that we can change them back simply by performing another linear transformation on the coordinates.
That is, every point in space has coordinates in the new reference frame, and there is a way to recover the original coordinates of that point from these new coordinates by multiplying them by a matrix.
But the kinds of linear transformations the quote is about,
which take more than one vector to zero, are sometimes called projections,
because they map all of space onto a single plane or a single line. The transformation by a matrix of all zeros, which maps everything to the origin, is also such a transformation.
When we apply a projection, we cannot use the transformed axes to describe all points in space, and we cannot "undo" the transformation just by applying another linear transformation.