Earlier quoted context omitted.
It's right next to the create code, not 'spilled all over the codebase'. And if you really want different behavior on destruction (which is _really_ rare IMO), you can pass a destruction strategy at object construction. If you don't know how you want to destroy something when you construct it, you need to take a step back and reexamine your architecture.
And the create code is spilled over the codebase, just as well :-). It's not where actual work is done. This approach of encapsulating functionality in a class may work in some instances such as std::vector but more often than not it's just a lot of (typical OOP) boilerplate for things that you do only once in a codebase anyway. Giving one-off things a type and a name and decoupling them from normal control flow (rip…
EDIT: and I was the lead for a high availability C++ RTOS. I know that not all patterns fit for writing quality, available code. This fits remarkably well though. Even though we were totally async and didn't rely on the stack for context lifetimes.