I'd believe that the rules folks believed item removal was fun for players if it worked on magic items. The default render-indestructible that comes with items means that mostly shatter is a tax on low level players, and seems to indicate that there is a belief in whoever wrote those rules that item removal is not fun.
This logic is highly flawed.
If we look at the breadth of the Alliance rules system and review what constitutes as <blank> removal, there are four major ways in which a removal occurs.
1) Permanent Death, in which ownership is removed via the removal of the character.
2) Destroy Magic, in which rituals and/or battle magic effects are removed from the target item.
3) Shatter, in which an item is destroyed if it is not indestructible.
4) Theft.
Each of these are explicitly permitted by the system, but each of them have limited solutions.
1) “Solved” by abilities that minimize the likelihood of death and/or permanent death, such as Regen, Rebirth, Life, and new rituals. This solution is limited in that you eventually run out of lives.
2) Destroy Magic is solved depending on how it is delivered; if via Dragon Magic, it’s stopped by anything that stops a spell (Spell shield, dodge, spell parry, resist spell). Barring that, it’s solved by Resist Destroy Magic.
3) This is solved by rituals that render indestructible or via strengthening. These are resource intensive solutions that are limited in advantage outside of “Won’t Break.”
4) This is solved via Wards/Limited Circles, though that’s only for stuff you don’t actively carry on you. For stuff actively on you, Spirit Link/Lock/Item Recall, or just not putting yourself in a position to be robbed.
That being said, it would indicate that the rules authors didn’t find the idea of loss to necessarily be unfun, but more that the idea of loss to be an impetus to find solutions to loss, and for that aspect to be part of the game.