This is already covered by my post, but I'll be extra-clear: yes, settling a new colony is a drag on your core planets ... for a short time. Exactly the time it takes to reach 10 pops and upgrade the planet capital. If you are running a setup where you can resettle pops, which was one of my two criteria, then you can quite easily wait for the new colony to reach 10 pops (or even better, resettle pops there to get it to 10), upgrade the capital building to stop it having huge immigration pull, and resettle all the pops back to your core planets, leaving the new planet with ridiculously low habitability as an empty hellhole nursery.
(I never said it wasn't a huge micromanagement headache

)
That does leave you with the cost of resettling those 8-9 pops
twice, but yeah I can see that being viable for certain Civs, I actually do have a setup like that. It does also still leave you with the cost of investing the energy and minerals on an inefficient planet, since you still have to babysit it until you do terraform it, and then I believe the increased cost of terraforming an inhabited planet vs an empty one, and the admin penalty on the inefficient pops and districts.
What you get in return is really just 2 planets of pop growth vs 1 planet.
IMO what it really comes down to, ignoring the Civs actually optimized for low-hab colonization(which is its own opportunity cost), is trading tech for pops.
Not to lecture you specifically Olterin but:
A. Your low-hab pops consume more of your empire wide CG, and more amenities.
B. Consuming more amenities means you have to build up to double the amenities buildings on that planet. On a full 75 pop planet thats 75 more amenities you need, or if we convert into the most efficient building for the purpose, up to an extra 3.5 of your 24 building slots are taken up by Holo theatres early on.
C. You're also consuming up to double the CG, which means your empire needs to spend the building slots and minerals for extra civ industries.
D. You then also need to pay all the energy and minerals upkeep for those extra buildings
E. All those pops you need to staff the extra entertainment, CG, energy, and mining buildings have to be fed, which costs more districts and energy.
F. All of those extra districts you're using to support this undertaking are now penalizing your tech.
Its an investment, eventually you do get pops out the other end that can profitably contribute to your actual progression resources (tech, unity, alloy), but you could also just cut to the chase and build those tech, unity, and alloy buildings on your high-hab planets until you run out of room.
If you colonize low-hab planets, you do get more pops faster, but your entire empire can spend
ages investing in actually making those extra pops worth progression resources. However, until your low-hab planet gets
reeally big most of that growth is going to nothing but maintenance, its not profitable for quite a while.
If you wait to colonize you still get those pops, but you get the tech and alloys which were your main goal in the first place much faster.
Its 100% possible to play around all of that, but imo people should at least be aware of it.
How fast can you actually make your low-hab pops worth the extra resource investment vs just spending those resources on your high-hab planets.
There's a freakin reason that the 'Extremely Adaptive' trait costs 4 points, Paradox valued it correctly.