And believe me, if you spent days with careful modeling of a character with excellent topology, and you need to change something…it’s a nightmare.
Then why not import your excellent topology into Mudbox/Zbrush and make the changes needed. That's how I work. I import my "perfect" mesh with "wrong" forms, subdivide some, brush away till I'm happy, go back to level zero, export and voila a perfect mesh with a perfect shape.
A clay sculpture of the creature is created, then it is scanned, and the modeler created the model with proper topology. Here you are the sculptor, and the modeler as well.
That has nothing to do with work flow but all with clay modelers not being able to work with computers in those days. The model scanned by a technician (not a modeler) was the solution.
Another assumption I more or less read is that the sculpt was a concept. i think it was more an end product to visualize the 2D designs to get a final approval and to be used by 2D animators to study the character.
There is a lot of people around here (like me) that can model and sculpt but there is just a handful around here that can design a character. These people (the designers) don't even need a sculpting tool ...a simple pencil and some paper is enough. Once the designers are done with the designs there really is no need to start concept modeling nor concept sculpting. It's the task of modelers (in case the designer is not also a modeler) to translate the designs as good as possible into 3D characters. The route to take is up to the modeler.
Like described I like to plot my poly-loops as early as possible and only roughly approximate the shape so I can later fine tune the finished mesh in Mudbox.
This way of working is even possible when there is no real consensus yet about the design.

Not one polygon needed to be replaced nor did it hinder while sculpting. I totally agree it’s about form in the end …but there are more ways that lead to Rome.

Starts left up ends right down.