This is a workflow issue rather than a problem with any particular technique. The artists need to have these tesselation options available in their modeling tools, and an exact implementation in the engine too. Then if they model something using catmull-Clark surfaces, it will just work, and look exactly as they expect.
"you're ruining my model, what are you doing!"
Artists want people to see what they themselves are looking at in whatever modeling program they use, and they don't want to have to guess what some bloated smoothing thing is going to do to their carefully sculpted models.
You simply can't take a low-poly model and tesselate it while retaining the artists ideas, in general. They need to have this expressive control, either by directl modeling with some flavour(s) of subdiv surfaces, or by giving you a high-poly 'target' model.