This probably won’t ever happen because of technical restrictions.
Funcom just patched it so that the few items that were destructible, are no longer destructible to help save memory on people with lower end machines (consoles, low end of the spectrum PC players).
I spent a good chunk of time trying to reverse this in a mod (since I have a high end PC) only to realize that the blueprint required to make NPC placeables destructible only connects to a tiny percentage of NPC placeables and buildings. 99% of them are just static meshes, and they are done this way because of the performance costs.
There really isn’t even a super great way for a modder to do this either (I’ve already thought about it). One, there is no existing code in the game to STOP placeables from respawning (even if they are destructible, which again most of them are not). I’m not a coder, but I’m all but certain the code injections needed for this would have to be done in C++.
Second, since almost every NPC placeable in the game is a static mesh, a modder would have to create new blueprints for every single placeable, and replace every existing static mesh in the game to these new destructible components.
And then to top it all off, the performance demands would increase on a person’s PC to handle all of the thousands of new destructible objects, and so only a small percentage of players could actually use said mod.