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I should have made clearer that I was talking about XML-only possibilities. Stall doors work the way they do because of C# coding. That sort of thing is (mostly) still beyond me.
The aesthetic was part of my motivation, and more freedom to divide rooms. (The rec room/corridor thing mentioned in the description always irked me a great deal.) I see benefits in the room stats, like when cleanness affects meal quality, research speed or infection chance. A smaller grid-walled hospital room is easier to keep clean and to floor with few resources than if you have a hospital bed in a corner of your larger multi-purpose room, or if you need to heat/cool and light an extra hospital room. Also, you can have single bedrooms instead of baracks and have an easier time heating/cooling them.
I'd say grid walls are most useful in extreme climates in the early game when resources are sparse, and they become more about aesthetics in other cases.
That said I'm a little confused about the actual use case for this. Regardless of what room something "counts" as when you check its stats all the moods and everything else work as normal. Even if your dining room is also a rec room people still get the moods for both. Not that I couldn't see using it for aesthetic purposes, I'm just confused since the description seems to imply mechanical benefits.