I think the current design is intended. I think the lack of polish for Exploration and Modern indicate a rushed release (or at least, a release that wasn't ready to be released).
You're right in that there are often laws of unintended consequences (which players often find and optimise for, because by hours invested nothing beats a dedicated fan

). And I think we've seen some of their design assumptions meet that, but that's also
healthy. Developers can't reasonably playtest everything, and taking feedback from the community is overall a benefit (note for other readers: this is not a justification for unfinished, buggy or otherwise unpolished aspects of any game).
It matters because we're not the ones fixing it. Well, barring what modders are attempting, where they can. The developers are fixing it. Intent matters, because intent is relevant to design goals. A lot of people like to say "well the only thing they can do is abandon everything and do X", but games design is
far more malleable than that. There are often multiple answers to any single question, and there are often a lot of questions that benefit from better answers. I helped part of my product's 2026 roadmap today (well, for the past coupla weeks), and I was able to contribute to
three different design paths for a feature that we
need to deliver (in that the feature is deemed mission-critical for the business). And none of them are locked-in. I have expressed technical preference, we've scoped out the relevant costs, and I've still cautioned for wiggle room for the risk inherent to each. And that's just technical implementation. That doesn't even account for playtesting (which we don't do because we're not making video games, but substitute this for "customer testing"). Intent is absolutely a valuable part of the equation where domain experts pool knowledge in order to best decide how to design a feature for implementation. It shapes the possibility space the feature can live in before it ever
gets to customers.