That's an extraordinarily bad solution to a serious problem, that doesn't solve the original issue.
None of this is insulting - it's plain ol' constructive criticism.
Long compiles are normal - use the fast parameters, use the cordon tool, or learn to optimise. There are endless resources online to learn to fix these problems and more importantly, understand what you're working with. Source is a brush-based engine, and models are details, not fundamental building blocks.
Permit me to explain this to you. By not making the rooms brushes, you're creating some truly insane VVIS portals. See the image below I've yanked from someone's forum post.

See that big ol' building? Those blue lines are drawn by the VVIS part of the compile - models have zero impact on that. Thousands of portals completely decimate VVIS and shit all over the map. If you remove the bounding boxes of rooms, all of those portals will effectively compile over the entirety of the map. Since models don't have an impact on VVIS, making all rooms models will cause insane portals if you have complex brushwork inside rooms - optimise the rooms, optimise the overall elements - don't go for bizarre fixes that you don't wholly appreciate the impacts of. It's fair, we all experiment, but you are not going to find radical solutions without understanding the engine.