The problem is what is considered data that needs to be saved? The current solution is to save the entire current state of the game. That keeps the game consistent. If you want to not save everything, then you need to know what is important to save vs what isn't, and that's not a trivial thing.
For example, let's say you have an "apple" object. That apple starts out in the kitchen (say). Now the player can pick up that apple and move it somewhere else, or eat it or throw it in the incinerator.
It seems you'd want to save the apple's state in the save file.
Now let's say in the future, you want the apple to start in the dining room instead of the kitchen. Now what happens? If the player hasn't found the apple yet, you'd want it to be in the new place, in the dining room. But if it has been found and moved, you'd want it to be in its new position. How does a save system deal with that? How does it know what information is important to save as opposed to that which should be overridden by new game code? What if the player has picked up the apple and is carrying it around, and in your next rev, you decide the apple is irrelevant and have removed it from the game altogether? Does the player still have it? Does it disappear?
Generally, how in the world can the game code figure out your desire for merging old and new game content?

You can add a feature request for this, but I think unless you can completely specify the behavior, it's not going to go anywhere, as it's not a simple thing, even to work out how it should behave.