@Martin I think that helps, I think now I understand that the pull comes from uneven texel density, that result from faces being too “sharp” on one corner, which tend to happen when a pole connected to the face has more than 4 edges connected to them.
And Quads generally don´t have this issue cuz there are usually always 4 edges connected (that´s not always right but oh well)
And the shading issues caused by Poles are less severe when the geometry is smaller, even on turning points