Well this is a different conversation. Throttling, I think, works better on paper than it does in real life. It can throttle, but it can't throttle itself to zero, and regardless of what the flow chart says, it makes a genuine, human-observable difference in game play, throttling or not -- particularly during the disk-insentive game functions such as transitioning from one region to another in the game world.
Also, although I'm not a militant by nature, I do believe it's my choice whether or not to disable real time scan, and I don't think RTS should contain a design element that restricts my ability to successfully do so. After all, prior versions of RTS don't cause this problem, what was wrong with the prior method?