The problem with that?
Easy, VISing calculations rely on the simple fact "Look dude, there are 20 walls between you and this room, I'm not gonna draw it, ok?".
But what happens when you CAN demolish those walls? Boom, VISing becomes useless, and everything must be rendered at the same time. You know how fast that is? Imagine, sometimes you barely scratch 60 fps by looking at certain room, now add ALL the other rooms beyond sight.
To implement this, you gotta use a 100% implemented Portal Scheme, that requires some thinking when designing levels. DOOM is gonna use this, but I haven't heard anything about breaking enviroments, not even Carmack mentioned that once.
You could always do limited destruction, yes, but it's not as effective as it could be.
Now, if you just want this for bullet dents, you can make a bumpmapped decal, it will even look better than a little dent in the wall lighted using gourad shading.
Oh, and Flathead, that thing is not on Max Payne, there was some talking about that some time ago. In Max they use decals as everyone. Why? Because one thing is that centralized minor destruction for a scripted cinematic, and other thing is letting the player break apart the VISing of the game.