What is the benefit of the "TYPE_Asset" naming convention?

There are several software used for teams to share their work and asset management (outside the Unreal Editor) during production.

Most teams use them and you can’t preview anything on them when the file is an Uasset. It’s important to keep the naming convention just so team managers can do their work, many cases team leads won’t even have the Unreal Editor installed on their workstations.