All rendering is in some capacity incremental. Sometimes you keep that (incrementally constructed) list of vertices around, of course.
If you look at the old immediate mode API, fundamentally, you're just passing in some floats that it copies into a buffer. This is not an expensive thing to do. It's not free, sure, but CPUs aren't bad at it. It's just some overhead compared to if you were to hand an entire buffer (in a known format) full of floats to the GPU at once. Some extra function calls, etc. If your app is only drawing a few thousand vertices, the overhead difference here is trivial... and if your app is drawing a million vertices, you won't be using immediate mode anyway.
If you look at the old immediate mode API, fundamentally, you're just passing in some floats that it copies into a buffer. This is not an expensive thing to do. It's not free, sure, but CPUs aren't bad at it. It's just some overhead compared to if you were to hand an entire buffer (in a known format) full of floats to the GPU at once. Some extra function calls, etc. If your app is only drawing a few thousand vertices, the overhead difference here is trivial... and if your app is drawing a million vertices, you won't be using immediate mode anyway.