As Cyb said, this method of doing things is to allow greater control (which it does).
It does mean, however, that simply dropping in hi-res textures to replace existing ones will not work a lot of the time but this was considered, by a quite a few people who posted, to be something that most people wouldn't want to do.
My preference would be to have the original offsets maintained rather than the current situation because I too have run into problems when trying to replace existing textures with hi-res ones, but the bulk of opinion seemed to be against me.
The MAPINFO suggestion makes sense, but there is a little problem with it. If you are trying to create a WAD of hi res textures to "plug in" to existing levels you do not want to have to make a MAPINFO to include in that WAD because you want your hi-res WAD to be compatible with every existing WAD (as far as possible). Including a MAPINFO would break compatability with some of those WADs. So this implies not putting a comment in the MAPINFO should mean textures use world unit offsets - ie preserve the appearance of their low res cousins - by default.
However, there are already existing mods that take advantage of hi-res textures, and which use the more precise method of offsetting. These will not have anything in the MAPINFO to instruct Zdoom to use the precise method, so making the preserve offsets method the default and requiring a MAPINFO entry for precise offsets would break any existing mods with hi-res textures instead.
