Are quads anything to do with it? You have the same number of vertices with quads as you do with triangles.
I think the actual culprit is smooth edges, or rather lack of. A cube won’t have smooth edges, so it needs to store vertex data per face, as lighting normals are calculated from vertices; smoothed edges means there are 8 vertices with their normals pointing away from the centre point of the cube. Hard edges means that per corner there are 3 faces to each vertex, and they each need their own normal, so there are in fact 3 vertices. Modelling packages often ‘hide’ this by reporting those 3 vertices as 1 vertex.
Look at the first image on this wiki page: VertexNormal - polycount
A cube has 8 corners, but the first part of the image shows that in a hard-edged cube, it actually needs three vertices per corner.
You can test if this is true by setting all the edges of your cube to draw smooth. I’m not a Blender user, but this reddit thread seems to explain how: Reddit - Dive into anything
Basically, if the above is correct, there is nothing wrong with your mesh, it’s just Unity is displaying the true number of vertices which is usually hidden by modelling packages for convenience (there might be a way to display the actual value, there is in Maya)
Hey, I've been going nuts over Maya not showing me the actual vertex count. How do you get that to show?
– Mardis