If I use booleans to get nice “solid modeling” techniques I literally say goodbye to any topology. This depends on situations, perhaps at times it won’t be a problem such as depending on the material (if is matte, or texture is grunge like having mud or rust) or lighting conditions (if light is low - no high specular reflections).
However the worst case scenario is when the material is shiny and polished like a car surface, or some marble surface. Then at times all mistakes in normals lighting might appear. When something looks wrong manual retopology is needed. Not exactly a matter of getting all quad topology for no reason, since all game engines like Unity or Unreal render only triangles. The problem is the consistency. All-Quads design is only an insurance that triangles are consistent in size and direction rather than being totally random or weird (like having long and thin triangles is a bit of dangerous).
If you want to make sure the normals look right you can use a zebra matcap and preview the look of the surfaces. This is a well known technique in solid modeling programs like Fusion360 or Rhino 3D because they use all of these weird operations to make surfaces (like booleans and spline patches) and chances that something go wrong are very high.
P.S. Correction: Blender has Zebra material. In “solid” view mode > matcaps.