I appreciate the response, but I find it rather strange, if you are really teaching 3d graphics to students. I mean, you are technically right at a pedantic level, sure, yes, you can hand-code your matrix multiplies. I didn't mean to suggest that it was impossible, and I'd appreciate some benefit of the doubt before you claim I'm making false statements. I was trying to communicate that it's not practical to do so once you start using animation or hierarchies, and despite your objections and example, I still believe that's true.
You've given a 1-d example. If you tried to do what you're talking about with a character rig, it becomes unwieldy and unfeasible almost immediately. On top of that, the very second you try to do this in 3d with 3+ transforms, you will end up with a square of numbers, you will have derived the concept of a matrix just by trying to avoid them.
I've written lots of 3d transforms by hand using hard-coded dot products just like in your example, and I've written lots of code with matrices too. I've seen others do the same. What I haven't seen is hard-coded matrix multiplies to combine transforms. It is not practical to combine more than a single pair of transforms using manual dot products. In every practical way, you do lose the ability to smoosh transforms together if you don't use matrices. And I never said it was magical, it is simply one of the algebraic benefits of using matrices, and it is easy to understand, and easy to work out the mechanics of. That doesn't mean that it's equivalent in practice, and as it turns out, it is not equivalent in practice. There are significant practical benefits to using matrices once your needs grow past the level of complexity of a basic tutorial.