Maybe I'm old school, but there are things for the Product Management team to embrace and direct the engineering teams to investigate and fix as errors, and then there are
idiosyncrasies in the game that indicate it's part of the games character and you have to learn.
This is the latter. Think first, ask questions, learn the game, then execute.
The fact it works this way, teaches FoE and the game culture. It's not an error, it's a feature of the game.
Have opportunistic people exploited how it works? - absolutely.
Have people countered that exploitation with the help of some erudite veteran players to thwart what that problem can do? Absolutely as well.
Again - executing the opening of (via having the BPs, and unlocking ...) too many levels above where you currently are working for investment, is a personal decision. Some don't care to be sniped, some do care.
This doesn't need an option implemented by Inno to reverse a poorly thought out or "newbie" error, IMHO.
There are so many other really important design considerations for the game that are critical to work on - this becomes just a "whimsical thought exercise"
PS: Yes conceptually, I want a "go back 1 move" in the Wildlife POPDROP game too, but I don't think it's something Inno's going to do either ...