But I'm not

I just think I made a stupid mistake by starting this thread before sufficiently testing the "method" and now I regret starting this in the first place

But I'll tell anyway, briefly.
1. Two opposite centers. My move count shot up at this step, because for normal reduction solves, I'm color neutral at this step, but for this "method", I have to solve white and yellow, you'll find out why later.
2. Solve 3 cross dedges, one of them in the
wrong order, this becomes surprisingly easy to do after a while, because you have more freedom. If you don't understand what I just said, I'll give an example: say you have white center on D, then you'd solve, for example, red-white on F, green-white on R, and orange-white on L. Notice that red and green are in the correct order, but orange is intentionally placed at the wrong position, that's what I meant by
one of them in the wrong order. Of course, any other combination will work. Use whatever method you want to solve them, direct solving, or pairing then solving, I haven't found the most efficient method yet.
Yeah, I got the idea for the first 2 steps from K4, though I don't know what the original K4 is like, never seen it (I just know some variations from YouTube and other websites).
3. Like K4, solve the other centers with the working area you have where there's no cross dedge. This is the step that kills me in terms of move count and lookahead.
4. Solve the last cross dedge. How I do it: Place both edges in the E (u and d) slice such that you can pair them up with a Uw/Uw'/Uw2 move. In my above example, the last remaining dedge would be blue-white, so form the blue-white dedge, turn D such that it's above orange-white, solve blue-white, ADF, solve orange white, turn Uw back. (Have a cube with you while reading this to understand what I'm talking about.) And this is why you placed orange-white in the wrong position earlier.
5. Now you got a cross on bottom, here's the step that can be crazy fast with practice, and if I resolve some of the really awkward and annoying cases, I think. Use Yu Nakajima's edge pairing method to solve all dedges. You can also use 2-pair. I still haven't decided which is better
6a. Here's where all the messed up parts kick in. For the last 3 or 4 dedges, I use 2-pairing because I don't know how else to pair them up. But then with 2-pairing, I'd occasionally mess up my cross (I think I know why but I haven't really investigated yet). So, to stop messing up my cross, I do loads of R [ U ] R' to setup the dedges for 2-pairing, and this is where I'm really inefficient as well. Anyone got a better idea?
6b. If you've got 2 dedges left, do this (instead of the normal algorithm): Dw RU'R' F'U'2F Uw'. It's quite intuitive. I don't know if there are more efficient ones, I just found this on my own. If they're opposite (one at FR, the other at BL), you get a nicer alg: Uw2 RU'R' F'U'2F Uw2.
7. Solve everything else like a 3x3x3, duh.
(8). I've been thinking of leaving 2 or 3 edges unpaired towards the end, and solving them using commutators in the end, to avoid parities altogether, but haven't really given it much thought or work though, anyone got any ideas? Edit: Actually, I think this is quite impossible now, because if parity could be avoided this way, people would've done it long ago with other reduction methods, and since they haven't, I think it's not possible. (I know that's very flawed logic, but whatever

)
Now, for the "why?"
I had a huge problem with solving cross right after reduction, I just couldn't spot my cross edges quick enough and I'd take something like 10 moves to get it done, so I wanted a method that could bring me straight into F2L after reduction.
I also liked "the second part" of Yu Nakajima's edge pairing method (the part after the cube rotation), because you don't have to look at D at all, and you don't even have to turn D, so you get very fast lookahead and very high turning speed during edge pairing.
With these 2 factors, it was only natural for me to come up with something that gave me (a) all centers solved, (b) 4 cross dedges solved, (c) cross formed on D, hence this method.
I've tried 2-pairing and 4-pairing to solve cross dedges and place them on D before proceeding to pair the remaining edges, but I just didn't like it because it was way too inefficient for me.
Then I stumbled upon K4, modified it a bit, and came up with this. That's it. I've got a pretty weird definition of "brief".