I’m going to throw my 2 cents in. Blender uses Phong shading not Gouraud shading. Sorry, I don’t know which algorithm of Phong. I think it Blinn-Phong, but I could be wrong. Why does this matter to your discussion? Phong is calculating a weighted average between all vertices per pixel. This is why you can get strange results from Poles(N, E, 6+) and N-gons. Gouraud is more linear and the tessellation(Making it triangles) is included in the calculation.(Technically not true, but visually it is) You can get similar results in blender by adding a triangulate modifier. What’s my point? That the perceived interpolation changes based on angle of view, and that it’s not as linear as it appears to be.
Note: Poles in quad modeling are any non-terminating vertex that doesn’t have 4 edges connected. Think of a subdivided plane. The outer edges are terminating vertices. Nose poles(AKA N-poles) have 3 edges. Extrude Poles(AKA E-Poles) have 5 edges. 6+ poles…You guessed it have 6 or more edges.