That's like saying the problem with a subdivision surface is that you can't educate it to act as a modeler.
I think about the subdivision schemes exactly like that; our internal wiki has the almost exact sentence in the modeling docs for a year now
Subdivision won't do any modeling, won't add any detail, just smooth out the jagged curves. What you don't build into your model, you won't get it by letting the computer to chop up its polygons and average out the tensions between the vertices.
Yes, procedural generation which can only be guided by some abstract seeds is useles most of the time ... I don't see the relevance though, since that's not the kind of procedural generator you would actually use.
You can't design a level by adjusting the parameters of a procedural generator only... it has far too much effect on the gameplay...