I think this sentiment has been around for the past decade+ as geometry has not been a GPU bottleneck/performance issue for a looong time.
Just give yourself enough fidelity to look good enough, and within reason and sensibility. There really isn't a goal/benchmark of what triangle limit to aim for, it just so happens to land around this arbitrary number for many factors. (subject matter has lots of armor pieces, super organic, plus lots of hair cards = inherent high triangle count)
e.g. don't go nuts and author several iterations of subdivisons "just cause", effectively skyrocketing your geo to 400k triangles or whatever.
but also don't skimp out on areas that could use more silhouette/loops/fidelity - we don't need to second guess if we can "afford" it anymore.