I would definitely be interested in trying it out as an animator.
At Dreamworks we worked around the gimbal problem with certain bones by providing a 4th degree of rotation called orbit. I believe the order went: orbit > swing > raise > twist (but I could be switching swing & raise… it’s been a few years). This was available on the upper arms, hands, feet, torso, and head.
I bring it up not to replicate it… but more to point out that animators can adapt to different rotation modes & workflows if they make sense and provide consistent and acceptable behavior.