There's also the cost of copying objects especially if you don't know if the objects you're copying from your original array to the resized array have an overloaded copy constructor. Why copy these objects and incur that cost if you can choose a datastructure that meets their requirements without this behaviour.
If you're holding pointers to these elements elsewhere re-allocating invalids those, and yes you probably shouldn't do that but games generally are trying to get the most performance from fixed hardware so shortcuts this will be taken, its a least something to talk about in the interview.
I can see why they were confused by your answer as its really not suited to the constraints of games and the systems they run on.