I know nothing about this scene, but interested to know more. I remember hearing that Unreal Tournaments engine used this subtractive model internally so it is not strictly editor ux decision?

I don't know what Unreal Tournament did use internally, it's hard to investigate, since there is no (official) source code release for it. But I do know, that brush-based (additive) approach isn't strictly necessary for creating maps for Quake/Quake II/Quake III, it's technically possible to write a map compiler taking maps in some subtractive format. The reason why it's not done (or at least not common) is because it's not a trivial task and because existing infrastructure adds some friction.