It's a complicated system trying to simplify things without adding too much data load on the back end.
While I agree with the distaste for the "destroyed" items, until/unless you hit that 200 cap (before it gets boosted, hopefully within a patch or two), you don't really lose out on much. Some, granted, and if those were functions you use frequently, by all means, disregard the dresser.
But, trying to understand it from a developmental perspective, I kinda get the call for destroying the item. For example:
1. Add any item to dresser. Copper Ring, let's say.
2. Use Copper Ring in Plate 1
3. Apply Plate 1 to currently equipped gear, glamouring Copper Ring onto whatever you have on
4. Remove Copper Ring from dresser, proceed to discard/sell ring.
Now you've run into a case of trying to get rid of an item that has been glamoured. I never used the old glamour system much, so I don't know how it handles that situation, but for a system meant to streamline this making it more accessible for beginners, maybe they just wanted to avoid the hassle that would cause, assuming it wouldn't outright break things.
It's easy to be upset/frustrated with the restriction, but buried somewhere in the system, there's a logic to why it needs to be that way, surely. Unless you really just want to believe they arbitrarily decided "No, you can't have any of these items back."