Eh, the low-poly mesh is simpler, the high fidelity mesh to bake out the normal texture is actually more complex then ever.
a vertex shader could change the geometry or emit intermediate vertices from a displacement map, but my understanding is that that also happens via fragment shader tricks!
perhaps you mean the artist's highly detailed mesh used to bake normal maps but those aren't typically shipped out to the user's game engine to save space, it's just an artifact of the artist's production process