Because it's an attempt to patch up mip maps, which in themselves are a fudge to stop texture crawl. Tri has sharp areas, and then blurry areas where the blending between mip map levels occur. The less filtering, the less blurring. Trilinear is popular because it's virtually invisible, but if there are situations where the mip map divides would not be very visible, then it is desirable to less filtering than trilinear offers because that leads to sharper, less blurry textures.
The reason that trilinear has been so worshipped up to now is that it was the best we had, the control panel chose a method and stuck with it. The only way to improve was for the developer to on a case by case basis. Now we get something that comes along and decides, in what appears to be a rather intelligent manner, what level of filtering is required. This is a very good thing, and we should all be thankful. Are we? No, because we've been raised on a simplified diet of "trilinear good, bilinear bad" and no longer know the reasoning behind it, of the down-sides of filtering.