(its also easier for the hardware to handle)
Well, strictly speaking "chunky" can be either easier or harder for the hardware, depending on what the memory architecture is and whether the color depth is an even division of the VRAM's word size (*), but it's usually easier for *programmers* to understand. (There's something to be said about having all the information for a given pixel residing in a single byte/word rather than scattered across multiple pages.)
VGA, as in the original IBM VGA, was strictly a planar standard, with the exception of the 320x200x256 color
mode 13h, and even that was implemented at the hardware level in a sort of tricksy manner to work around the fundamentally planar architecture of the video generator. I *believe* that SVGA cards that supported 256 colors at greater resolutions can do it using *either* planar or chunky-linear arrangements. (The original VGA hardware can do planar 256 color modes,
often referred to as "Mode X", but the BIOS doesn't support it.)
This article confirms that the original 16/256 color Mac II video card used a "Chunky" layout, so... yeah, I would in fact not be completely surprised to discover that there's a real hardware limitation that prevents Macs that use VGA-descended chipsets from using color depths less than 8 bit. It's perfectly *possible* that some SVGA manufacturers built chipsets that support arbitrary bit-depth chunky modes, but if they did... it would have been specifically for non-PC applications, I guess?
(* I note this because 8-color planar systems with three planes weren't that uncommon way, way back in the computer stone age; systems like the Tandy/Radio Shack Tandy 2000 and quite a few other late CP/M-early MS-DOS era RGB systems used it. In those cases each plane mapped directly to the Red/Green/Blue line to the monitor with no palette register in between. An 8 color "chunky" system is awkward because of course an 8 bit byte of VRAM doesn't divide into an even number of 3 bit pixels. Planar is more efficient in this case because with it each byte holds 1/3rd of the information for eight pixels, and planar arrangements can sometimes enable some bonus tricks that can accelerate screen updates. For instance, if we take the hypothetical case of a 3 plane arrangement where having a "0" at a pixel location on all three planes will equal black and a "1" at all three will make a white pixel, you can do clever things like having a hardware register that allows the user to select that a given write will affect more than one plane. So, like, if you wanted to draw a white figure on a black background instead of having to do three separate writes to place the same pattern of on-and-off pixels on each of the three memory planes you could just say "this write applies to all three" and splat it on there once. VGA and EGA actually allow this kind of trickery, which is why Mode X was actually pretty popular with game programmers despite being "unofficial". )