Theres no problem with those polygons, on the flat plane. Its a simple 30 second job of selecting them and deleting them. The problem with r_fletch_r's examples is the drifting of the edges in places, its able to follow it partways but not all the ways.
Those two examples was with organic/character models, I wonder how it would work with a hardedge model such as a Sci. Fi. Wall piece or the classic road barrier. Will it optimize the model for planes or do you need to optimize it yourself, I wonder.