The issue was more that you're essentially using data that could be in a LUT (texture), or procedurally generated at contact patch * world coords, encoded in a repeated manner across an entire track in memory.
It just seems a bit weird.
Of course with lidar and real fine topography then sure, but just faking it (despite it feeling good) via a method optimised for lidar is just a bit wasteful imo.
All being said, I like the idea that with this control you can in theory paint various real noise patterns (caught with photogrammetry, laser etc) onto your dense mesh and get a nice result with variability, lumps, painted line feelings etc.
But chances are most people add simple repeating perlin noise in Blender or Max etc, so why not just add that into the physics engine tyre z values and save millions of polygons and author effort adding them?!