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If you need to remove something persistent, then use MarkForDelete instead. The disabled target will keep getting loaded with the cell, while deleted targets are actually gone.
Update did not change commands, or their targeting. I have been using both Disable and MarkForDelete recently.
You can avoid clicking multiply times by using mod like More Informative Console. That would show exactly what you are clicking and even where it came from.
I have no actual idea why disable wouldn't work for you. At least not right now. I know it works with up to date game. Unless your game files are actually broken, I don't see what else would prevent those commands from working.
USSEP should have applied cleanup scripts for all actors that lacked them, so I haven't actually tested these commands specifically for dead bandits. I will jump in to game soon and see if I can repeat the issue.
Could be related. Could be UNrelated. I haven't done much investigating and so far on this playthrough it hasn't repeated. I am sure it will and I will try to remember to do more testing
Caveats: still on 1.5.97, Using Capital Whiterun and Realistic Armors Mods. Immersive Citizens, Immersive Creatures, Cutting Room Floor and loads more but those are the ones I could most likely.
This is pure speculation but I am curious if it may be a .dll thing. I have tons of Fix type mods of various things. What if one of these fixes (and Good luck tracking it down if it is) does something that caused this.
I remember in one play through a few weeks ago I had creature corpses hanging around White RIver Farm (Mod adds Farm to the west of Farm where Giant was Killed). I just figured they hung around because the cell was being visited regularly and never reset.
As for the bandits, they are still there in the bushes of Heljarchen Farm. I am guessing I can't disable them because they are part of the mod? The next time I kill a bandit somewhere vanilla I will try disable and see if it works.
More Informative Console really is a god sent for troubleshooting problems from the game and mods.
Merged NIF-files became as part of the CK in Fallout 4.