infiltration grenades are the only tool to really clear houses but only doctrinal - and they are overkill
10 munitions to guarantee the enemy's not using the building against most buildings after you grenade it is overkill? I certainly don't go "My 30/45 munitions grenade didn't kill off the entire squad inside or level the building, good thing the venture wasn't a waste" while playing the other factions.
Compare to the Molotov, which is a short-ranged piece of trash frequently relying on the squad also spend 10 munitions on Oorah! with a long animation that depends RNG or the enemy totally not noticing it was thrown for much longer than the other grenades which renders it basically only especially useful against buildings...and it costs 5 more munitions.