When two players hold the ball simultaneously, the game needs a way to restart. Most competitions now alternate possession rather than staging a jump ball, and the reasons are practical rather than philosophical.
The jump ball favoured height systematically
A held ball once produced a jump between the two players involved, which meant the taller of them won it more often than not.
Teams learned to exploit that, encouraging their biggest player to tie up the ball whenever a smaller opponent had it.
A rule meant to resolve a neutral situation was therefore producing a predictable advantage for one side, which is the opposite of neutral. Officials were effectively rewarding one team for a situation they had just called dead.
Alternating possession makes the outcome known
Under the arrow, an indicator shows which team receives the next held ball. Possession alternates each time, so neither side can engineer an advantage.
The first possession is usually settled by an opening jump ball, and the arrow is then set against the team that won it.
Because the next outcome is visible to everyone, players stop fighting for held balls they cannot win, and scrambles resolve more quickly. Knowing the outcome in advance removes the incentive to contest it.
Stoppages became shorter and safer
Staging a jump ball takes time. Players must be positioned correctly around the circle and the toss must be clean, which frequently required a retake.
Injuries occurred in the scramble too, since a jump involves several players leaping into a confined space for a ball nobody controls.
Replacing the ceremony with a throw-in removes both problems and returns the ball to play in a few seconds. Broadcasters gained a faster game and officials gained one fewer judgement call.
The arrow creates its own small tactics
Because the next held ball is already assigned, a defender with the arrow against him has no reason to tie up the ball at all.
Conversely, a defender whose team holds the arrow will actively seek a held ball, since forcing one is effectively a turnover in his favour.
Coaches track the arrow through a game the way they track fouls and timeouts, because it is a small resource that occasionally decides a possession.
The professional game kept the jump
The North American professional code retains jump balls for held-ball situations rather than using an arrow, treating the contest as part of the sport's character.
That preserves a genuine skill and an occasional spectacle, at the cost of the fairness concerns the arrow was introduced to address.
The split is a clear example of two codes weighing entertainment and neutrality differently and reaching opposite conclusions from the same evidence.

