Way too easy.
Wait, wait. Are you telling me we’re having this whole discussion because Hugo said “this is currently not considered an exploit, bug, nor something our team may act upon in the form of an infraction report”, and that we wouldn’t be having it if he said “this is not considered an exploit or a bug, nor is it currently something our team may act upon in the form of an infraction report”?
Because if that’s the issue, then I guess we can blame me for not being a native speaker, because I sort of interpreted the former as the latter. 
And I still believe that’s what he meant, to be honest. We’ve all, at some point or another, written something that we didn’t word in the best possible way.
What do you consider to be necessary requirements to consider something “intended”? I’m not being pedantic, antagonistic, or facetious, by the way. So if your definition of “intended” requires it to have been foreseen right from the start – whether through intentional design or pre-release discovery through testing – then you’re right about it not working as intended. But then I would argue that the definition you’re using is overly narrow.
What I’m trying to point out is that something might work as intended even if it has unforeseen outcomes. That’s what emergent gameplay is about, and that’s a concept that has been around for a lot longer than Conan Exiles.
So if you’re willing to pardon Hugo for his suboptimal positioning of the word “currently” in that sentence, then maybe we can finally agree that it’s not an exploit, that the building system is working as intended, but it also doesn’t mean that stacking needs or deserves to be made easier 
I haven’t. That’s why I was hoping someone had better data. And don’t get me wrong, I am not demanding that anyone produce that data. There’s a reason I haven’t done that on my own: it’s because it would be a royal pain in the ass to set up a server, run it, and methodically and systematically test the impact of different builds.
If you’ve ever seen one of my bug reports, you know that I try to dive as deep as possible and get as close as I can to isolating the root cause of a problem. That’s really hard, and that’s why I have utmost respect for anyone who works in testing and QA. Likewise, producing quality data based on measurements of software as complex as Conan Exiles can be really, really hard.
Anyway, I’m getting sidetracked and off-topic again. I guess what I’m really trying to say is that you’re right, I am sandbagging. On the other hand, I’m aware of it and try to be honest about it. If people like you, who run Conan Exiles server(s), have a better idea than I do, even if it’s based on anecdata and not full-blown research, I tend to trust you. I might ask a question (or ten) about it, but that’s out of my curiosity – because I really like understanding how stuff works – and not out of distrust 
You know how you can’t place a thrall too close to another? That’s how they could get rid of stacking. And that would be abso-freaking-lutely awful and I would hate it. That’s why I’ve been pushing so hard against the very idea of removing it.
EDIT: I learned a new word, so I went and edited the part where it was relevant.