T&D should never be used in the field of play as a risk/reward design element. Too punitive relative to other offline throws. As in ball golf, it should only be involved when players throw off the course property and hopefully there are few property lines near fairways.
If we had a game where there were two levels of poor throws similar to rough and heavy rough in ball golf, T&D might make sense as the second tier of bad shot. For example, imagine double lined fairways on both sides where if you landed in between the lines on either side, you got an OB penalty but still threw from that lie. If you threw beyond both lines, it would be T&D where you rethrew plus got a penalty.
This design structure would provide stepped risk/reward that matched the badness of a throw where there was a 1-shot penalty zone then a 2-shot penalty zone with just 1 shot increase when crossing the next border. The problem with T&D as part of our current course risk/reward structures is a slightly offline shot goes from being good to 2 shots worse being only an inch farther off line. That 2-shot step is not justified and is too much for smooth scoring separation.
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