this is a valid question/situation so don't think that it's not reasonable to ask.
the asset workflow in Houdini is different than something like referencing but not to different - in fact there are some distinct advantages.
for character pipelines (setting aside the fact that everyone does their own thing

) I've worked with Houdini doing character work with assets for 10+ years and the situation you describe is perfectly possible in Houdini.
Here is a basic rundown of how I've worked with things in the past:
eg character - char001_bob
Assets:
char001_mdl - the geometry
char001_shd - the shaders
char001_rga - the rig for testing
char001_rig - the rig
char001_fur - the fur stuff
etc
all of these would be versioned
char001_mdl_v001, char001_mdl_v002, etc - how you do this is up to you…insert giant discussion here.
so when a character is being built the geometry could be as simple as a file SOP that is bringing in a bgeo/abc/obj either made in Houdini or from elsewhere, or some crazy procedural thing with tons of controls etc.
the shading asset would have an instance of char001_mdl (version 1, or ‘latest’ or whatever) and a shader/texture setup.
this asset would then be versioned in the same way as above.
char001_rga (rga means rig aerobic - a test rig given to animation for testing - but not allowed in shots)
this would have an instance of char001_mdl (and optionally char001_shd and/or char001_fur) and would have the rigging.
once the rga is approved it would be published as versioned char001_rig and again optionally contain char001_shd and or char001_fur depending on the needs of the animators…you could have a really cut down version of the shaders just to give them some color and some kind of representation of the fur…
so in shot land the animator might have:
char001_bob (but secretly it's actually char001_rig_v007 - which contains - char001_mdl_v012, char001_shd_v009, char001_fur_v076) I've seen places build ‘interrogation’ scripts that would figure out what HDAs are contained in a scene and report back their status…
so in the above eg. the script might report that there is a new char001_shd_v010, how studios deal with this is a matter of some debate - you can choose to Push updates onto artists or you can let them Pull (and hope that they do).
another method is to build valid assets on demand - a script could take the latest rig and add the latest mdl etc to it and save out a new version…lots of options here…
but as long as your assets are setup to correctly ‘look’ for the right sibling assets you can update (or downgrade) as needed without too much trouble. And it's nice for TDs because you're not actually ‘locked out’ - you could have a scene fine in animation or lighting and crack open an HDA and just fix something to get it through the pipe.
so not knowing how you have things setup exactly, I'd say Houdini could be used for whatever you're doing.
it's worth having a read through this:
https://www.sidefx.com/docs/houdini/assets/_index [
sidefx.com]
and keep asking questions here