This is one of the cases where git's inability to handle rewriting a public history is a pain. The art and programming departments should be able to develop along separate branches, and the programmers should be able to pull a tree from art that has everything between tags squashed (but in a reversible fashion in case there's a need to bisect something later).
Historically I've dealt with the problem by keeping code and assets in separate repositories (using different version control systems). While it's worthwhile to do so in order to use git for code it really is a pain.
To answer a couple of levels up, it's not bad practice because it isn't useful... there are many circumstances where having big binary blobs versioned and associated with code. It is bad practice because the tools are all written _for_ code and can get nasty when filled with binaries.
So there's a problem and a solution, but nobody seems to have put together the right magic yet.
Why do you say it's bad practice? Game assets come to mind, these aren't derived artifacts and you can't build the game without them.