Every room does have windows - but why do you have to use the glass BDSF for those?
What additional realism does having refraction on a flat piece of glass give you that a glossy/transparent mix does not?
Like I said - the workarounds are so trivial, what advantage would adding this by default to the glass BDSF bring other than saving you perhaps a couple of seconds of work?
The glass BDSF has other, more serious issues IMO. For example, if you give it a colour (e.g. red), the reflections also become red. This is not accurate for a dielectric material where reflections should be the colour of the incident light.
You are far better off using a glossy/refraction mix with a fresnel term in order to get colour correct reflections as demonstrated in this thread:
Cycles shader nodes are tools in a toolbox - they are not (for the most part) a complete solution by themselves. You should use an appropriate combination of tools to complete the job.