I think the reason for using such geometry in rigs is to make interactions between these objects and skin geometry, in order to simulate the skin sliding upon the actual bones. I don’t think that an anatomically correct bones would affect the rig inner transform relations or even enhance muscle system operation.
This type of simulation, skin sliding on bones, is probably pretty resource-hungry, so I guess it should represent a final pass in animation process, just like the cloth simulations, and they are probably baked in Point Cache files for later use in rendering.