Interesting point but if you learn good topology from the start it will help you immensely in the long run, and since you will know how to properly lay it down, it will not hinder you in anyway.
Good topology is NOT for aesthetic purposes, rather it gives your model the correct shape without an uphill battle… a proper edge-flow defines curves in your hard surfaces, and provides good animatable mesh for your organic model. In addition it makes editing your mesh way easier, and any deformation and smoothing that needs to be done will yield batter results. And once sub-surf is turned on the result is a smooth surface that is pleasing to look at and work with.
As far as triangles go, there are ways around them that yield sometimes better results. However sometimes ofcourse triangle is needed. Now speaking about low poly models on the other hand… a good topology is still important but in order to conserve vertices triangles are perfectly fine, after all the whole mesh is most likely triangulated anyway for the game engine.
An overview of why topology is vital to high quality modeling