Exposing local rotation axis allows you to see the position and orientation of a node that doesn't have a shape node and so isn't visible in the viewport.
But you can't select an object by its rotation axis, so if you don't remember which object it was, now you have no idea where that rotation handle is coming from!
You might reason that if you know what object is in that position, then you know which node to go after. Ah but in rigging, such as in character rigs, it's very common to have a dozen nodes occupying to same position and even the same orientation.
And then every time to toggle a handle and it doesn't go away you know you've instead just turned that object's handle on, so now there are multiply objects with their handles visible, and you don't remember which ones...


