If you have two adjacent chunks, collapsing one will impose constraints on the other one. Even if the RNG part is deterministic, as you suggested, the result will be different depending on which chunk you collapse first.
31 karma · joined November 13, 2018
If you do chunks and generate the edges first, you could run into a situation where it's impossible to fill the chunk based on it's edges.
For generating terrain, using noise functions makes a lot of sense since they are local (= don't need to know nearby values to evaluate) and deterministic.