A cylinder? Probably yes.
A whole house? I don't think so.
A cylinder was just an easy example. To each his own I guess.
If the house only had walls and no detail geometry, I'll give you it "might" be easier.
But, consider this, even when texturing a simple plane that is at an angle in WED, the texture will be distorted and one must use geometry to figure out how to fit a texture perfectly. Take a let's say 128 x 128 quant cube flattened into something close to a plane. Now apply a 128 pixel texture to the top face of plane. It should fit perfectly. Now, tilt the plane down 45 degrees. Now, the texture doesn't fit. It is stretched on the y-axis even though the face of the plane is the same size.
So, you have to scale the texture down on the y-axis to around .7. (Sorry don't have time to figure it out exactly, but you use the equation for a right triangle to determine proportion.)
Now, I can hear you argue, why not just use the "fit texture button". Well, problem is sometime you will want to use a rotated texture that isn't a square (maybe 128 x 512), or will not want to fit the texture exactly to only one block. This just makes texturing large scenes of blocks nearly unbearable.
Yes, UV mapping is difficult to learn, but it is the way to go. I say this not to argue but to save some people the trouble I went through endlessly tweaking textures in WED when I should have just been learning UV mapping.