Aye, I do that for fields, but for other reasons[1]. I use unbroken ground for pasturing (at least until I can grow internal grazable surfaces) and maybe some fallow between infrequent surface-plant gathering[2] as well as carefully protected copses. I tend to set my hives upon the grid of groundlevel floors I only partly seal that sunken field off with.
But all these surface footprints are generally walled off (and retractably-rooved atop) from both the 'uncontrolled' areas and the 'amber routes' through which visitors are funelled from the truly uncontrolled edges. I have multi-Z deramped channelled-ditches into the ground below the outer walls (and drawbridges), smoothing the rock it digs into for long-established aesthetic reasons rather than climb-prevention, and building a combined form of jettying/machicolation above (ditto, but with forethought towards climbers too).
Perhaps with star-fort/bastion-like active defense features, but sometimes with similarly bounded tunnel-accessed satellite pillbox/watchtower positions to give theoretical coverage-of-fire should any enemy decide to cluster at the bottom of the walls. Not that they do that, really, with other pathing priorities dominating - which I also exploit.
[1] It's annoying when a surface boulder creates discontinuities in surface-places fields. Chanelling into the topsoil removes that issue - though eats up a perfectly good belowground farm I could have had as well...
[2] Right at the brginning, though, before I dig ditches I send in the woodcutter(s) and ad-hoc plant-gatherers (those yet to have their purposeful future industry established, not required to empty the wagon) to ensure that the ditches are never dug beneath trees or useful flora, stripping the footprint that I'll be shortly digging into.