I understand your point, but I'm not saying flair without substance is beneficial, I'm saying options with limited but potentially useful applications are worth keeping in mind unless there is an alternative for that situation which is a straight upgrade from the other option. It can be used as either a flat out gimmick:
Opponent doesn't know how to JG or step BT B+K:B on block; wakeup BT can be used to access BT B+K:B and abuse it in more situations than normal;
or as a legitimate tactic:
Patroklos lands CE, does 661K. None of αPat's wakeup attacks will beat 661K in this situation except for CE. You can't jump or jump attack either when waking up from face down feet towards. αPat can roll backwards to avoid the 661K but this puts him at risk of getting hit by 66A+B during the roll and leaves him at disadvantage if Pat chooses to run up and take his usual mixups, such as run up throw.
Now: Wakeup BT 8A+B beats 661K, 66A+B, and run up throw if these moves are done as soon as Pat enters range. If he takes a bit longer to run up to prevent you from escaping like this, he puts himself at risk of eating CH BT B+K:B, which is not only far stronger than any of αPat's other BT options, but can only be accessed by waking up in BT with A+B+K, unlike other BT moves which can be mashed out from this grounded state (trying to wakeup with 2A will give BT 2A, etc).
Or another situation:
Algol lands 1A, whiffs 3AA tech trap. You could stand up and block the 2nd hit then punish the -14 with JFT for 71 or use meter on 44B+K BE, or you can wait until it whiffs also, stand up, and take a FC 3A+B or 1B:B or whatever, or you can take wakeup BT B+K:B for an 83 damage zero-execution alternative. If either option would KO the opponent, I'm taking the easy combo.
Just because the situations where it's useful might be rare doesn't make it less useful when those situations arise. Options are good. Even something far more situational and useless looking, Aeon's 1B BE → run under → BT B+K combo, has proved useful to me once, where that position swap meant the difference between a loss and a ringout victory, despite huge loss of damage compared to the standard combo options.