I suggested before that uncrafting be a possibility - don't you hate accidentally turning all your iron to helmets when you just wanted one helmet? Since that idea got shot down, I have two others, which may be separate or together, but are similar enough to warrant combining into one topic.
A) Lower block integrity
When mining blocks with the proper tool, they drop their crafting ingredients (if they have any), instead of themselves. Smelting products revert to pre-smelting blocks, e.g. smooth stone to stone, stone to cobblestone as already exists. This may seem a nuisance, but it has two uses: first, it forces you to plan where you put your stuff down for building and setting up camp, and second, it can save storage space. Turning a chest and crafting table back into wood reduces them from 2 slots to one, although now you have issues as to which wood drops.
In addition, stairs should drop 1-2 slabs, 50-50 chances, and full blocks made from 2 slabs on top of each other should return the full block. This allows for 'recycling' excess materials.
If you don't like A) as a general game property, maybe you'd appreciate it as a tool/melee weapon enchantment. It's exactly the same, but only applies to the enchanted items. As a joke, maybe dropping an item or book with said enchantment also breaks them into their components and the XP required for the enchantment level, although this needs to be adjusted for damage on the tool/weapon.
The 'uncrafting' examples seems more 'logical' thean the 'unsmelting' ones; bookcases mined without silktouch reverting to books with the planks lost and the X-mincart behavior (hopper mincarts dropping one of each etc.), as well as the older boat breaking behavior being already in the game.
Aside from being unable to think of examples, the reversal of entropy 'unsmelting' would represent just feels wrong (which is not a logically defendable position if a game with so many fantasy elements, but is nonetheless something I consider a downside of that extension).
A more objective objection to the general idea is that this would require tracking the origin of some blocks items if the effect were to be logically applied to them…
In addition to the woods examples mentioned, whether breaking a grey bed resulted in a white bed plus grey dye or planks (or some? wood) and grey wool could not otherwise be properly determined. (Also, there are some items, chests being another example, where the planks are not required to match, making the required data to be tracked a bit more complex.)
Emeralds, diamonds, redstone, etc (which can be smelted from ores) might not be affected if the blocks were only uncrafted. [This would argue for only a single step of 'unmaking' (ie one crafting table becoming 4 planks not 1 log) to avoid a potential for duplication by wreckers' touching a diamond block back into nine ore which could be mined again with fortune to multiply one's diamonds.]
Whether seen as good or ill, this uncrafting facility would remove many of the one-way conversions currently in game:
reverting excess sticky pistons/comparators/observers etc to the recipe components
allowing the use of quartz/netherwart blocks as compact storage for nether quartz/wart
turning walls back into blocks (Which ought to work as 6 blocks make 6 walls whereas breaking a slab out not to revert as a slab represents only 1/2 block of crafted material. Double slabs would seem to logically be revertable to single block of the creating material.)
undyeing glass & terracotta
recovering sand/gravel from concrete powder
Were the unsmelting facility also implemented
unhardening concrete and terracotta
reverting glass to sand/red sand (another example of needing to track a blocks origins)
and so forth.
My inclination would be to treat an 'anti-silk touch' [or wreckers' touch] enchantment as a curse – even if it might have occasional utility (as with the examples given). This would mean it would need to be found/fished or traded for, and would make it immune to the grindstone. (As the enchantment would affect only blocks it would be immune from itself.)
As I can see both considerable potential and a number of problems with the idea, I feel it needs to be considerably more detailed as to how (and on what) it would work before a vaild cost/benefit analysis can be made.
[Good idea for discussion and quite a bit more intriguing than it appeared on first consideration… ]
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WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
While for some blocks this could make sense, for others it doesn't. I would prefer a way to salvage items using the crafting table. While you won't get the full investment back, you won't be totally ripped for a simple mistake.
OK, I kind of like the idea, but no support. Why? Hear me out.
You're not consistent. Stairs require 6 wooden blocs. So, you'd get back…6 wooden blocks. Nothing else. Consistency is key to so many things (general, in life, but even when you building in MC), that you'd wonder.
My main issue is this: economic strength and sorting things. I still play 1.12.2 because of forge. And I'm dying for proper wooden pressure plates. Based on wood they were made of. Or, from 1.14, granitum stairs. Or stuff like that from all colored stones. When this will arrive to my world, it would mean, that (after several days of changing everything) I'll end up with A LOT of stone pressure plates, we're talking like full chest, maybe more, and the same for stairs from stone bricks. Now, all of this, of course, cost something. If I could turn it in stone bricks, I could use it in construction. But I don't need to. Because economy of my empire allows me to throw several large chests in lava. It would not even make a dent. And that's why I'm not supporting this. Because if you need this, you have different problem: you're economically weak. Your production is just not enough.
And all of this completely ignores what I would actually do with unwanted stuff: just store it. Or, if it can be used as fuel, use it like that. I did both of those things in past, and…nothing bad has happened.
Don't get me wrong, I get the appeal, but…it's just not needed.