You really have no idea what you're talking about, have you?
Wink how much you want, that's how it's done
Feel free to check _T meshes on any car and tell me you would keep them as they are
Keep winking and ignoring how it works, I'm not here educating you
How _T meshes look by default (quadded and also called pre-smooth, rings a bell, doesn't it?)
How it looks once smoothed 1x:
How it looks in game while you are close (it correspond to a 2x subdiv)
Interesting to see how _T meshes smooth perfectly as if their topology was meant to be subdivided

Very intersting
It's almost like what GTS engine does with Tassellation is subdiv the model the more you get closer to it an make it unsmoothed for the distance instead of using lods
I don't need to tell any tales, that's how it is