Yes, the behaviour you are reporting is not relating to the bug Samantha was telling about (and that was a server side bug, since resolved).
The behaviour you describe is not a bug either, it's a feature of RestrainedLove which tries to figure out what is the default attachment point for an object from its name when you attempt to "Wear" it.
This is done because there is alas no way for the viewer to know what is the default attachment point for an object (this info is only stored in the asset server and the latter only transmits it to the sim server): normally, when you "Wear" an object, the viewer simply sends a request to the server to rez and attach the object on the default attachment point; the server in turns replies to the viewer telling on which point the object was attached (with the possibility that other, previously attached objects were kicked from that point as a result), and the viewer must comply.
Since RestrainedLove must attempt to avoid kicking "locked" attachments, it tries and guesses what is the attachment point to use from the object name, and when it finds the name of an attachment point in that name and only if the corresponding point is free of any locked attachment, then it sends an "Attach To" command for that object and point instead of a "Wear" command to the server.
What may have changed however, is that older RestrainedLove versions were only doing that check for objects the #RLV folder, and that it now works for the whole inventory.
This said, it is true that this feature is sometime annoying, because some attachment points got very simple and very common names that could be part of an object name while not referring to an attachment point ("top" and "bottom", for example, are such simple and common names that are far from specific to attachment point names).
I am currently testing a modified algorithm that only retains attachment names when they are enclosed between parenthesis (which is already the convention used by RestrainedLove when it adds the attachment point name to the names of attached objects held in the #RLV folder).
This should avoid conflicts in most cases. If all goes well, this change will be part of the next Cool VL Viewer releases.