If you consider what a workaround really is:
"A workaround is a bypass of a recognized problem in a system."
"Typically they are considered brittle in that they will not respond well to further pressure from a system beyond the original design."
Then it's clear that using organised methods to hold your game data - such as a hash table or array - which can be saved to disk properly, unlike layout variables would potentially be able to - are neither a workaround nor tough solution, but a genuinely superior one for many uses.
Layout variables are a feature I can see some people using, but ultimately sometimes causing themselves more organisational or hassle as a result of, when there's easier solutions out there! The only caveat is that initial values for hash tables/array can't be set; this can be remedied via some very simple additions to the SDK. If a dev wants to take it on I can send them the sources for either.