I think I have a somewhat controversial take. But I hope someone in a position to do so makes it happen.
The crate pickup bug has been around ever since Rare tried to patch out dup-supply purchasing (which you can now do again under some circumstances.) There are so many checks it is doing that it glitches. That's pretty obvious considering how many ways people found around the first blocks. Harpoon while buying. Do an emote, then jump, the sacrifice a chicken. People will always find ways around convoluted code.
My take? Simplify the code. It hurts performance. It hurts the legitimate experience. And it does NOT help with "illegitimate" experiences. It only hurts honest players. This isn't just about crates. DGE animation cancelling has made guns clunkier. Bucket animation cancelling has made "bucket reg" a thing. Food reg a thing. Splashback in places that makes no sense. People sink by playing the right way because of these bugs. It is horrendous.
They need to do a wholesale rip out of all the exploit checks. Don't replace it. Don't try to streamline it. Go all the way back to the code that was stable, worked, and is easy to maintain. I wouldn't be surprised if this also significantly improves performance, because right now the game has to do dozens of checks to see if someone did an exploit before deciding to allow an action.
Then. Add simple back-end metrics. Did a ship set sail with extra shipwright supplies? Yellowbeard them for a day. Use Rare's new ban policies. They were happy to ban people for behavior issues (cussing, slurs, etc.) And bans serve two purposes: Change behavior (yellowbeard) and protect the rest of the community (redbeard.) Using exploits is, in the end, just another behavior that is unacceptable and instead of trying to do ever-more convoluted technical blocks, just disincentivize the behavior! Ban them. Make it unacceptable. Make the downside worse than the upside. Checks can be "lazy" instead of needing to be done in real-time. The code is cleaner. The game runs better. The desired effect of preventing exploits is accomplished as players learn they can no longer do certain things.
Rare has historically been reluctant to do this, but I think it has reached a critical-mass thing where the can't ignore the problems anymore.