1. GPUs are actually _ridiculously and stupidly_ excellent at natively rendering Bézier curves if you "limit" yourself to quadratic curves.
2. Most of the reasons designers / end users hate working with Bézier curves is because of the absolutely terrible control point manipulation that cubic curves require.
3. GPUs cannot natively render cubic curves (look at any of the papers on this and you'll find they do CPU-side translation of cubic -> quadratic before sending to the GPU in the best case) which harms perf substantially and makes animation of curves expensive. Plus handling the intersection rules is incredibly complex.
...so maybe using the 'mathematically pure' cubic curves is not actually so great after all. :) if only we had tools and formats (not SVG) that worked on isolated quadratic curves (without care for intersection) - then GPU rendering implementations wouldn't need to be absolutely horridly complex (nvidia et. al), or terrible approximations (valve SDF), we could literally send a vector graphic model directly to the GPU and have it render (and animate!) at incredible speeds, with easier to understand tools.
At least - that's the idea.