Like everything else they have tradeoffs, distance fields are completely static which makes them incredibly crappy for foliage (except for distant shadows) or anything else that uses any sort of vertex animation.
They also have very limited resolution which makes them bad at capturing fine detail, you can increase the resolution (up to a point) but in a large scene with lots of objects this can quickly explode your VRAM usage. Which you can bring back down at the cost of quality by reducing them to 8bit…
I use indirect distance field shadows, I think they’re amazing. But for direct lighting I just use shadow maps as I find they are just much easier to work with and good enough most of the time.