Its not very constructive, but its busy work
The drawback is that it does not give experience, so no new stats (pumping does give stats, if slowly). The advantage is that it allows skilled masons and craftsdwarfs to only walk a few steps to get their raw materials, and so they'll stay doing what they do best, while unskilled dwarfs do the grunt lifting.
Optimally, you want take your unskilled immigrants and give them just enough experience in something quick (like mining soil or BookKeeping) for a little Agility and Strength, the perfect hauler combo. High Strength can be stone haulers, and no-Strength/high-Toughness are safe to put into military training (won't hurt each other, and more stats are coming.)
keep an eye out on your caregivers and planters as soemtimes they'll forget to give water/harvest which can lead to other problems
If I have dwarves with critical jobs (mining, masons, growers), I often turn most or all hauling off on them - certainly anything like "busy work". I don't need them taking long hikes to move one stone to a dump when they should be doing what they're trained to do, and what the fortress depends on them to do, and quickly.
For growers, I have some support crew who specialize in farm/kitchen/food stuff, and they have food/refuse hauling. The Grower just does that, 100% of the time (and I have "Only Farmers Harvest" turned on - gets them more experience and fast (Legendary Grower by 2nd Spring or so?), and if they're dedicated to only that it works np.)