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Not sure if it makes sense but the way I think about it (to get my head around it since it makes little sense as you have seen) is that dwarves are small to it's the waves at the surface of the water that pushes them rather than the current that's lower.
The problem usually is that if they fall into water they start as "stunned" and if it's deep enough for them to drown they quickly enter the "drowning" status.
If they are not drowning they can usually be saved (or save themselves) but once they start drowning it's usually quickly followed by death.
Usually you try to avoid situations where they ever go into water in the first place, or alternatively "teach" them the swimming skill to give them a significantly better chance at not drowning (and at moving faster when in water).
Most dwarves will take a long time moving even a single tile in deep water, which adds to the whole "already drowning".
In addition to the teleporting behaviour, water also tries to spread out on the level it is currently on, so a 3/7 tile next to a 1/7 tile will become two 2/7 tiles, and a 3/7 tile surrounded by 2/7 tiles may randomly wander onto one of them. This sort of spread does move objects and creatures around, and does work diagonally.
The "flowing water" tile state required for water wheels to work (and which affects the animation of the tile) either requires a recent instance of water moving down to an adjacent tile with less water, or requires a continuous water path of at least 1/7 depth from the tile to a water sink (either the map edge or the top of an aquifier).
It would be nice if each water tile had its own flow vector associated with it so that movement of objects could be simulated. I understand it would add more things for our CPUs to calculate / keep track of every second, but it would be nice to be able to watch systems flush themselves without having to pull tricks to get it done. The teleporting is fine, as that only effects fluids themselves that are added, and 1 tile of water is no more distinguishable than another, but a flow vector is needed so that other objects in the water know where to go.
In order for it to work properly you would need water flows to be known, one way or another.
So it would probably be able to move items and entities.
It's a "maybe in a distant future" kind of thing though.