Specifically, for arena allocation to work, you have to have points at which you know all objects in an arena will become garbage. There are many situations where you know that most objects will quickly become garbage (say 98%), but can only guarantee at a very large scope that all objects will become garbage.
Consider something like a compiler that optimizes a tree by replacing sets of nodes with simpler ones. Where do you put the pool delete operation? You know lots of nodes will become garbage after each optimization pass, but you know some will survive. But you can't statically segregate which ones. So you can put the pool delete at the very end after code generation, when you know you don't need the tree anymore. But then your memory use skyrockets--you don't reclaim any memory until the very end of the process.
GCC, for example, used to use a pool allocation functionality called obstack's. They ended up switching to a home-rolled GC because it became too hard to manage that system.
The general purpose malloc(3) has a very hard problem to solve that most allocations in most programs probably don't really need it to work so hard to solve.
Even an arena allocator?