One use for retopology is, as the name suggests, to create a new topology for a model. Maybe you have started by sculpting a model, or the model has poor topology for some other reason. The original models might work well for still images, but when animating a model, topology is important for controlling how the mesh deforms.
Retopo will also allow you to fairly easily place vertices on a surface. Let’s say you have made a head, and you are working on the eyes. A good way to make the mesh look good around the eye, is to use a sphere for the eye, and then place the outline of the eye on the surface of the sphere using retopo, this way you will get a smooth shape that matches the eye perfectly.
Because none needs the 100,000-vertices mesh (slow render, difficult to work with, huge file) they got from sculpting when they can have the exact same render with a 10,000-vertices mesh.
The idea is to make a quick and dirty high-poly mesh and then “capture” the topology, i.e. the paths of vertices that give the mesh its shape and that are just enough to get a perfect render.