The deadly hp is what makes it a flawed method. I'm not saying that it is broken, but it is flawed. 3 people is still risky. One person falls and the rest follows. Domino effect. My point is, why put yourself and/or everyone else at risk when there is a better method?
Windmill aggro draw tactics should only be relied on as a last resort. It works but I wouldn't recommend it if you can use something that is better.
I don't know how bad the monster lag on your server is but over here it needs at least 4-6 people to be a safe method. This means use of pets.
It's not mob lag. The load time and invincibility duration allows WM spam to work with only 2 or 3 people. The spinning animation lasts about 1.5 seconds, and the loading time is 0.8 seconds. That gives 0.7 seconds leeway for latency and refresh time if there's only 2 people. Let's say 4 people without pets use this method, that makes 6 seconds of invincibility per cycle. Even if it takes 2 seconds to load WM (a laggy person with rF?) then each person still has 2-3 seconds of free-time in between.
As for dominoes, you can easily just trans if you feel like the lock is weakening. Also there's the low-hp method that makes HP potions cheap, a mere 140g per 6 or so WMs. And you can also use Golems instead of yourself, there's lots of ways in which this method isn't flawed.
Of course there can be alternate methods that work, but WM spam is easily understood and can be performed without much planning or setup. The damage it deals is also pretty good (considering crits against high prot mobs). It's not that you shouldn't attempt other methods if they work for you, just that this technique is perfectly acceptable.
Also I don't know anybody with 1k TL that doesn't have r1 Windmill. Even people that never melee, or people that hate melee, usually have r1 WM and somewhat decent damage by that level.