@Surimi
Your point regarding higher consumer goods is well taken, but there is one detail you have not taken into account: You only need one POP on a planet for that planet to create its growth; You can resettle all the others away.
There is nothing to prevent a player from colonizing a bunch of low habitality planets as well as all the medium-high habilitability planets in his vicinity and then resettling excess from the hellholes to the good worlds.
Okay, nothing except whether a) the player has resettling enabled, b) is willing to pay the energy cost, and c) is willing to pay the increased micromanagement price and threat to his sanity.
So you'll be paying the increased food and CG costs for one person per feeder planet until such time as you finally get some POPs that like the climate, improve its habitability, or your economy is in a good enough shape you feel you can afford to build up these hellhole planets.
I'm not saying that this is an optimal strategy in all cases or anything silly like that, but it is a very real option; Given that a player like me already considers it economic after a few years to pay 300 energy to get rid of the tileblocker on the home planet that grants +1 POP, paying 150 energy resettling cost per excess POP generated by the base 1.5 growth (+modifiers) and the nearly doubled upkeep for one feeder POP per hellhole is a price I am willing to pay. (And if you manage to get a slave race to colonize with, t is only 50 energy per POP, but you don't always luck out that way with one available to conquer early.)
Bonus points for doing this with expansion tradition such that you gain an extra POP to transfer to somewhere more hospitably as soon as your colonization succeeds.
But this is dependent on the empire/ethic you're playing, so I don't think it can work as general advice.
Based on my personal experience so far, you need to avoid colonizing 11-12 tile planets early game (especially if they're low habitability) because they'll be a huge drain on your resources in the long run- they have too few district to generate meaningful amounts of resources and the low habitability means that they consume a significant amount of resources.