You are right, I should have formulated that better. The sf::Transform API on its own isn't able to transform graphical objects, in the sense of transform.apply(sprite). So you cannot use sf::Transform to alter the position, rotation or scale of an sf::Transformable, therefore people cannot implement physics or game logics like this -- not that they should, but the idea might come up.
The transform is applied in combination with sf::RenderStates during drawing, and implemented by transforming each vertex.