The Pro gpu was "butterfly" in the sense it had half the CU's on either side of the front end but the CU banks were not 100% symmetrical like on most AMD GPU's. The CU's in the right bank are narrower/taller.
To me that says there is probably at least an optimal way of how to set a GPU that is enabling/disabling CU's and it's just not ideal to be enabling/disabling whatever CU's at a whim.
Of course that wouldn't restrict to 36 CU's in itself but maybe to a double/half rule. But when you then combine that with maintaining interoperability with PS4 games it might make sense to stick with 36 CU's.
Xbox One X left, PS4 Pro right
I wouldn't say that most butterflies have significantly asymmetric wings, as far as the physical layout choices of the PS4 Pro's GPU go.
Perhaps there could be a functional reason for differences between the halves, if there were some requirement for additional logic or different gating on a CU that must support two modes versus a CU in the half that is only active in full mode. Whether there's sufficient wattage savings for different gating given the relative insensitivity to power consumption, or justification for engineering two separate CUs just for mode switches isn't clear.
However, one reason for the layout change I can think of is that the PS4 Pro's GPU has a more lopsided space constraint than most discrete GPUs, and more shader engines than most other APUs. One half is surrounded by the CPU cores, uncore, and memory controllers, while the other has fewer neighbors.
If that outer half had the same physical layout as the other, it would extend further to the right and the patterned silicon would stop short of the upper die edge. If the CUs were instead laid out to be taller and thinner, they could fill in the die rectangle with no wasted space. The dimensions may be more favorable and AMD or Sony wouldn't be paying for dead silicon.
The Scorpio GPU might have had similar pressures if not for the wider memory bus, which would consume extra area and push blocks over to the space around the right side of the GPU.
As far as whether there's an ideal pattern for CU disablement. If you meant for yield recovery, defects are random and so there needs to be some element of arbitrariness. I think the chosen yield recovery was 1 spare CU per shader engine in case random defects struck one or more of them.