The truth is you can’t really get away from poly modeling. In most cases, you end up doing retopology after a sculpt which is done using poly modeling. There are arguments for multi-resolutions sculpting and using low poly sculpt instead of retopo or the arguments for auto-retopo tools. Often times those need clean up. So, I think it’s wrong to think of it as either or. Instead think of them as tools. Another way to think about it is as work flows.
Character sculpting workflow: is good for higher detailed(even if it’s just for normal map baking) organic characters. It’s more intuitive for beginners. Some argue that it’s more natural artistic flow. Con is 99% of the time you have to recreate the character with better topology. Requires better time management since it’s easy to move into smaller details to early and even working on details that will get lost. Sharp edges and hard surfaces are harder to achieve.
Character polygon modeling workflow: is great for hard surfaces characters like robots. Also good for low poly character. Have more control over topology. Con it requires more understanding of tools and planning. Not as intuitive.