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One example is if you are a non-illusion based hard carry, and no one else on your team is an illusion hero, and you get an illusionist's cape. In that case pulling the item out, popping it, switching back to your main neutral item and letting your illusion farm elsewhere is a viable tactic.
I tottaly Agree with you , but still ...they has to figure it out somehow
When a player HAS a neutral item in their neutral slot, AND they pick up additional neutral item(s), a timer akin to a cooldown should start on the item(s) for perhaps 60-120 seconds after which time these unused items will auto-teleport to the team's fountain. To hold an item and not lose it (eg: I'm going to swap to item X instead of item Y in a pre-planned future moment) you must keep the neutral item in an ACTIVE item slot, without it being usable or giving any bonuses whatsoever. This costs you a functional slot to prevent the "auto-teleport" timer from kicking in on the item. Only one neutral item should be able to be held in the active backpack slots at any given time; the rest will go to unused slots and be subject to the auto-teleport timer.
This doesn't happen often and more times than not I think it is from a player that doesn't speak English that also doesn't ever read the update notes and just doesn't know what the heck is going on. Just felt like this is a non-punishing way to create a work-around, and after enough times of the system "kicking in" one would hope that the player would figure out what's being automated and no longer would rely on the system.
The one troll I've seen this doesn't apply for is the jerk PL that spent an entire game taking neutral items from the fountain, and kept intentionally unloading them by the opponent's base for the enemy heroes to pick up thus by the end of the game giving us no items and the opposing team many duplicates.