Indeed they do.
I have yet to find any convincing use case. Sure I do see a lot of lolli and furry portraits etc and occasionally some artist goes "this could be useful but Im not sure why" but thats about it. Theres no convincing evidence. No body of work done, no concrete pipeline for how to actually achieve an outcome.
It would be far more useful to have a tool that could accomplish the basics, over a patchy command line process that attempts grandiose artwork and utterly fails.
The thing nobody is really willing to admit is that the reason why the "loli and furry" stuff looks good is because its pretty uniform in its look. Both have been more or less standardized in look for at least 10 years and so there is a huge volume of material that does not deviate drastically in terms of actual content(poses, shading, the general shape of things) so training the AI to produce decent results on those fronts is fairly "easy". Same goes for icons and game devs assets as the market with them has become so over saturated in the last few years that even I have a couple hundred of those from random dev asset bundles.
As far as actual quality application goes I can so far see this as a sort of more advanced brush tool. You provide the AI with some handmade framework of what you want and then specify with a command prompt what you expect to get, pick the best result and move on. I can see it as being useful for producing large quantities of unique textures this way from a single template or as a sort of advance "style" that you feed images made in blender and let it redraw them as pencil art for example. I can see its uses but its not some sort of digital star trek replicator that can be used to just generate your game assets for you.