That is a hard no. Wtf Make sure your lowpoly matches your highpoly shapes, be aware what normalmaps can and can not handle and use a cage or proper ray distances for baking. No need to fuck up your highpoly for baking.
I don't use hi poly mesh for such things at all. All the edge rounding could be baked by just using rounded corner / bevel shader or whatever your 3dpackage or renderer call it and this tiny "detail" could be just painted in substance painter, 3dcoat , or any texture soft. It's a bit less easy on cylinders crossing each…
My guess his advice goes to cage model rather than low poly itself. Or it may work when you bake world space normal map to be re-baked into tangent space in a separate pass . Especially when you use some 3d party renderer that is not directly supported in package bake tool. For world space normals the actual shape of low…