According to the persistence docs, there is a 100kb (compressed) data limit for PlayerData, and a separate 100kb limit for Player Objects.
PlayerData and Player Objects have completely different APIs, so if we want to make full use of the data limits for a single purpose, we have to implement it in 2 ways.
Example:
A world where users can create custom user-generated content (UGC). If I want to allow users the maximum space to save their UGC in persistence, I would have to implement a PlayerData API and a Player Object API, and detect when one is full to switch over to the other.
Instead, it would be useful to allow us the maximum 200kb split any way across PlayerData and Player Objects.