Probably because the BSP support isn't the highest. There were generally issues when trying to load such a map with DBP, and if I'm not mistaken, BSP support has been completely dropped by now.
Objects can be culled so that away-facing polygons won't be drawn, but yes, "forward-facing" polygons, hidden beneath other polygons / etc. will still be drawn.
Quote: "I understand that maybe you could manually split the entire scene/level X models into chunks, then use your own logic to decide which ones to draw at any given moment"
That's right.
However, such calculations are generally not done in realtime, but rather before finalizing the game-ready worlds. The hidden polygons may then even be removed.