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If I recall, some of the people good at looking at the code verified it, and I remember someone testing it at some point and confirming.
Personally, I don't think it is that big of a deal though. As in, I've never considered it worth factoring into my decision to use a Cleaver bro or not. You get a guaranteed famed Cleaver every run from the Icy Cave, and that's often reason enough to consider building a Cleaver guy, and Orc Cleaver Duelists have some of the best damage in the game if you go that route.
While I agree that it is kind of weird for it to be implemented this way, missing a smidge of xp here and there isn't going to be all that meaningful in the context of the full run.
Yes bleeding was death that wasn't inflicted bye a mortal strike... Sadly the game has a problem here as XP goes to the (party/ person) that kills the thing... If it dies via bleeding then no one killed it... If a bunch of guards come jump into your battle and save your butt and you get some hits but no kills then you get no XP... but on the flip side if you can steal some kill's then you get some xp... The mechanic is to keep you from using Town Guards etc as your meat shields to then soak up free xp from as you sit back safe and don't do much in the fight....
Put it this way - let's say the latest DLC let me throw some newfangled potion-grenade that produces damage-per-turn effects of...let's say acid. And then the enemy dies 1-2 turns later of the acid effects - same thing!! If you level up Bros to gain effects, and don't see the benefit of that effect in terms of XP/level-up expectations, then something is wrong with the code.
I read somewhere a while back that someone made a mod to fix this. I have never been able to locate this, though :(