Well, no that was never really the issue.
For some context - when I wrote this post nearly 5 years ago, I was working in a pipleline in which I was often tasked with optimizing geometry for use in the real-time 3D broadcast software, VizRT.
Sometimes I would receive files from outside sources in formats like FBX or OBJ (usually FBX) which would have fully triangulated mesh. This makes poly reduction techniques more difficult since loop selection can’t really do a clean edge loop when there are lots of of triangles involved.
Other times, I would have a C4D file built before my time there, in which the artist had run C4D’s Traingulation command before export (Viz requires triangulated mesh and at the time doing this before export gave us the cleanest / most optimized result - this is no longer the case). What I found was that even if all that had been done was a ‘triangulate’ command, the counter command of ‘untriangulate’ didn’t revert the mesh fully back to its original state. I found this behavior perplexing and frustrating, as it meant lots of manual edge melts and what not, taking what I felt should be a 2-click operation and making it into a half-day or more worth of work.
I believe I posted this in a moment of frustration as encountering it for the first time when I had a full plate and looming deadlines was stressing me out, and I really just wanted to vent to a group of people who I felt could empathize.