The thing is once you start to treat those edges as curves you get a far better workflow than using curve based modeling approaches in other programs.
- You don’t have to deal with interpolated patches/loops between them, once you patch (or in blender grid fill) your edge cage , you get the geometry you have. (Keeps the polygon amount much lower, manageable and cleaner), and no guesswork is involved.
- Also since you don’t have a second entity, you can use all the tools on them. Thats leads to point 3:
- You can mix poly / box modeling with that worklfow seamlessly.
The only disadvantage is that the position of first and the last point of such an edge loop get too much interpolated due to subdivision, so you have to add an proxy edge at the end of it.
Don’t get me wrong its not the fastest workflow, but once you get used to it, you never want to loose it for subdivision modeling.
This is one of the things where the “industry standard” does greatly fail where the majority of the existing programs do not allow 2point polys / non connected edges at all.