For me it’s always a tell-tale sign of someone trying to sculpt with too many polygons before the basic form has even been established.
I’d recommend trying to keep the subdivision level as low as possible when sculpting, and work on it until there’s simply nothing more you can do to with the current geometry. At that point you can then subdivide once and repeat the process.
It can be a wee-bit trickier with dynamesh, especially if you’re trying to pull an entire body out of a sphere. I try to keep the resolution as low as possible to create the shape, and turn off dynamesh as soon as I can and stick with subdividing. In the case of a character it would probably even be better to retopologize the base mesh early on