Hello everyone!
In the context of subdivision modelling, I know it’s important to keep quads everywhere (there are apparently some exceptions) so that it subdivides nicely without causing pinching. With that in mind, beveling edges can quickly cause a triangle or n-gon to appear. My question can be summarized with this picture:

Adding the loop cut in the Quad? corner technically creates a shape with 4 sides. Does that mean it’s a quad that supports subdivision modelling?
The reason I question it, is on this helmet model I made a while back, I used a similar trick on the corners of his visor:

With these “quads” on the corner, the subdivision modifier that comes afterward results in pinching, easiest to see when we add the visor material:

How do I properly layout a bevel like this to make it look nice without adding a hundred loop cuts around the model?