The setup

The basic structure flows like this:
1, Selector combinator gets input from a logistic network with all the items in it and outputs a stack size for each item.
2, Data gets passed into Arithmetic combinator which multiplies the the stack size by 40 to get the amount of stuff I want to keep (40 stacks.

3, Decider combinator receive both green input from logistic network and red input from the arithmetic combinator. Compares "each - green - items I have" > "each - red - maximum I want to keep" - outputs each signal that passes the test with the value of 1, basicaly outputting.

4, That feeds into selectorcombinator which again outputs the stack size into a requester chest which uses it to set the logistic network request for items to be recycled / voided (the chest on picture is disabled on purpose since I found out it requests and recycles stuff it shouldn't, so I turned it off to investigate).

All in all it seemed like a good way of automating cleanup on Fulgora, since in theory the recycling for a given item should automaticaly start once its storage exceeds 40 stacks.
The issue
However, what I realised was that in addition to the stuff I expected to be recycled, other low profile things get pulled in. F.e. concrete, which is bacialy nonexistent in the system, since I am starting out Fulgora and all concrete goes towards crafting or rail supports, which just began crafting, both got pulled into the recycler requester chest and I'm bloody not sure why. Any ideas if there's an issue with my setup I am not seeing or is this a genuine bug?
