With push/pull development and/or different paper grades we can influence global contrast but not local contrast. If your scene contains a person in the shade and a brightly lit window, you end up with six options:
- Let the person disappear into a blob of black, but highlight contrast looks good.
- Let the window blow out into a blob of white, but the person in the shade will have good contrast.
- Create a low contrast image which has good detail in all regions but decent contrast in neither.
- Develop to normal contrast, then use dodge&burn to bring detail into shadow/highlight regions
- Use flash/extra lights/reflectors/daytime to provide more uniform lighting across the scene
- Create a low contrast source image which holds detail in all regions, then use digital post processing to increase local contrast.
Many people are now used to these digital "artistic" landscape images, where every tiny section of the image covers the whole tonal range, and where the image viewed from a distance looks uniformly gray. These images are not created by option 3, but by option 6, which is not available to analog shooters. The "Prof's method" is a limited variation of option 3, one which loses extra film speed, too.
With dodging&burning we can print at higher contrast and still preserve shadow&highlight regions, if they are confined to well bounded areas. Honestly, if dodging&burning or other darkroom trickery is such a pain to be avoided at all cost, then don't shoot randomly lit scenes, or include digital post processing in your work flow.