Sure, say I'm looking at a side view of a person. This person's body has a left leg and a right leg. Since this is a side view, on leg should be drawn before (under - obstructed by) the body, and one leg should be drawn after (above) the body. That's still doable, but means the hierarchy is transversed several times and the code becomes messy.
So consider a tree like this for a character's lower body facing right (draw order parenthesized):
body(3)
/ \
left leg(2) right leg(4)
left foot(1) right foot(5)
So body needs to draw one leg, itself, and then the other leg. One leg draws it's child first, one leg draws it's child after. With a more complicated hierarchy, draw may have to be called multiple times on the some member. In a real situation I'd have the legs split, and also arms, and a head to deal with, at the very least.
More to the point, I'd like my character animation to simply read some rules from an XML file and do the right thing. I suppose the current situation could still be made to work OK, but it would be much easier to specify a Z order to SFML and make the transversal once.
I know that with SMFL the way it is now, I can draw anything. If you're going for an absolute minimal approach, I can respect that and work around it. I just think it would be cool to give the end user a choice of draw order, and passing a Z value to OpenGL. I suppose if you want to implement software rendering in the future, then Z order may be a bad thing.
Thanks.