Yeah, for animation one would still create the topology manually. And to be honest, I wouldn’t want it any other way. Having 100% control over your edge flow is awesome and I can’t see an algorithm doing a better job of it.
What I would like to see in “voxel” sculpting (if that’s what one could call it) is control over resolution levels during sculpting, just like we now have with subdivision levels. I love the ability to block out the large forms of a sculpt on level 1 and only step up a level if I can’t take it any further. Equally, reshaping or reposing a character works so much better when done on the lower levels. I wouldn’t want to do this on a mesh that essentially always has infinite resolution. Kinda like trying to shape a spline with 10000000000 control points. That could get very unwieldy.