You will end up with either poles or tris a lot of the times. Your end goal is animation, so edge loops matter. Tris and poles are how you connect these loops. Otherwise, you could just divide a cube a bunch for your head, a rectangle for your limb, etc. Then it would have no edge flow though.
Tris will not deform well in animation so I hear. I don’t think poles matter quite as much for that. In ZBrush, poles will leave small pointy artifacts while sculpting. So pick your poison, but try to hide tris and poles in places that aren’t as visible, or won’t deform as much. Won’t always work because you will need to connect edge flow in these areas. I personally don’t animate, so the poles are what I dislike the most.
Either way, as many quads as possible with good edgeflow for animation is your solution for an animation workflow.