Take a look at the roadmap I posted. The "current approach" you are talking about would be preserved perfectly in the default windowing plugin. Therefore no one's existing projects would be broken even.and I have to mostly disagree with adopting SDL universally for window creation and management. It makes more sense to use the current approach, which is to let Ogre3D create a simple window in the base case, and let the user/programmer supply a custom window if necessary.
Again, the idea is NOT to force adoption of SDL universally on everyone. We provide several plugins and you can use what you want. You can continue using OIS as well if you so desire.
And again, the problem with the custom/external window support right now is that it's a complete mess (understandably, when you're combining libraries that clearly weren't written with each other in mind). This has been discussed to death in this thread already. Take a look at Jabberwockys post for instance...
Bottom line: it is an optional new plugin, there's no breakage for anyone, therefore I don't see a disadvantage to be honest.
Which plugin is be used by the Ogre samples is another (less important) question, but since OIS does seem to be abandoned right now, SDL makes more sense.