Some facilities and functions in the game are much more intuitive than others. It takes a bit of time to understand how the original and even the new "current" developers "think" and then design for the game.
I have to tell you as a software architect and engineer, some of the stuff is unconventional by old development standards, and hasn't been fixed. Especially in the "port" to mobile.
Simple example:
In the mobile presentation, when you play in multiple worlds and have multiple worlds to pick from, ALL the buttons are illuminated to choose. So if you play in 2 worlds (Let's say A and B) and you're currently in A and want to switch to B, when you go to the screen to change to B, BOTH button A and B are illuminated, so you can pick either.
You'd think that the world you're currently in would be greyed out (meaning you can't choose to change worlds to the world you're currently playing in, because that makes NO SENSE - you're already there..)... but no - that button can be repeatedly pressed, and it does nothing of course.
Inno either chooses not to dim it (make it nonfunctional), on purpose or it's a design error that was never fixed.
I'm just saying - you have to learn how they think first, then design and code, then a few light bulbs go off on HOW many things work in the game - and it all start falling into place.
There is a subtle pattern to it all.
Getting back to the point: I do agree that all these banners have a nice intention, but are not ergonomic to the way the game is played. It's a fail in general when a feature is added, it misses the mark functionally. Not because it delivers less value than planned, but because of how it works (vs what it does). It's also of paramount importance in how it interfaces with the player community.
It's especially egregious if any change gives the user LESS control and can't be reversed, or turned off.