The allocator support in C++11 and, from what I've seen, the proposed allocator support in C++1y/z/whatever still leaves a massive amount to be desired. Polymorphic allocators solve what's basically a non-problem for games (ABI boundary problems) while introducing huge other issues. Alignment is a PITA but not really a pressing IMO. The real issue is stuff like rebind and the requirements to call destructors (which d…
I asked about it and the response I got was basically "It's RIAA, that's how you do C++". The worst part is they have a caching system underneath that tracks OGL handles across different objects, and it's even safe for access by threads.
But whoever designed their texture class chose not to use it.
So when I read your description I understand where you're coming from a bit. I'm not sure I understand why you couldn't just avoid using destructors, but I've honestly never tried to use a C++ allocator for anything as I've never needed control quite that tight for anything I do.