You start playing, eventually you start implementing more efficient and more elegant solutions to a problem until you face the wall of the game limitation that cannot be avoided. Then you have nothing left to do but quit. Happens way too often.
I don’t know. If I have to do with new technology I try to understand their limits before I plan to use them. That works well in real life and in games like Factorio.
I'm disappointed that you brush it off by labeling the problem as "players behavior". That is extremely arrogant and condescending. Or perhaps you're totally missing the point.
I currently think more you miss it.

I try to show it from another side.
You described that well as a “cloud service”. That is a nice picture. I add: Player doesn’t want to micromanage, just wants to play.
But how are cloud services working? That is quite different and how that cloud services route your request and what will happen etc. is very much dependent of what you really want to achieve. Facebook has surely a completely different setup as google. Even WhatsApp will work different than FB. In other words: it’s hard work to make a cloud service running smoothly.
Here it is similar. And what I mean with “players behavior” is just this: player wants to have a smooth cloud service, but the game cannot know how it would work in this special case. Because it is always a special case!
Why? Assume you have this feature and it is working. Or better: it pretends to work. Then you add a new station to this cloud and suddenly you run into the same problems. Why?
Because you cannot automate complex or chaotic systems. (I reference to
https://en.m.wikipedia.org/wiki/Cynefin_framework )
You can try to keep a system in complicated state, then such automation will work, no question. But players behavior is complex. He has the ability to bring the system from complicated to complex. It has nothing to do with your play style or that I want to forbid anything, but what I want to explain is, that the train network is super fragile (In this “change of system behavior” from simple to chaotic) and adding such kind of automatic (limit number of trains per stop) - without including, that humans are involved and can change things - is in this case a way to implement something, which will not work in every case. Bug reports will be written. More players that want to quit, because the game doesn’t do what they want to do. And so on.
Me as a software developer would really avoid to implement anything which should do X but also can have the effect of -X and Y. It’s a software-anti-pattern.
The problem why LTN does not work is the hardcoded limitation that forces you to use unique names
I had lately a discussion with Optera about this, and in the end I didn’t have an argument left.
viewtopic.php?f=214&t=85023
(Or could say I’m waiting for inspiration of a reason, that would make this unavoidable

)
If only there was in-game feature to limit the number of trains that provider station (or any station for that matter) could have at any given time - that would literally solve the whole dilemma.
No it wouldn’t. For example: how would you count the limit?
I would count it so, that a train that targets a station will add a counter. And if it leaves it will decrease that counter.
We assume now you have a limit of 5 trains. That will not avoid that your station is overwhelmed or under supplied . Why? Because the trains have different travel times. And because there are signals which will force trains to wait. So you cannot foresee,how long any travel will last.
You can estimate it. You can say: the travel to this station will take in 90 percent of travels between 1 Minute and 3 minutes. But the left 10% are outside of this range. They are chaotic or will add chaos to the system.
And now take into account, that you have more stations, more trains, that also need to wait on signals and more traffic will add more chaos. There is some point, where you add one more station and the whole system breaks. And then player writes bug reports or quits game.
There would be NO other problems, not sure why you claim otherwise.
I hope I explained it in detail. I underline, that I tested such things in several configuration and tried to keep the system out of chaos. But once you install limitation like this and add more and more components (tracks, signals, trains, more transports) to your train system it suddenly will behave chaotic.
Edit:
after reading my answer - what might be misunderstood-able - is that your suggestion will work in the case of a more or less static train system. Once you have installed the limits of the train stops properly and don’t touch the system anymore (no increasing production, no added trains, signals, stops...) it will work forever. Of course, why not... but I doubt that players will play like this. And that’s what I (also) mean with players behavior.
I doubt, that someone likes playing with this limitations, I would not say “play” to it anymore.
On the other hand I can imagine myself using this feature - very practical feature and I can think of several use-cases. But I know what I do, when I’m using it. I know what can happen, because I learned how the system works. In most cases, but it will always surprise me again.
You admitted above that you start implementing without thinking. I interpret that as you will not be able to use this

. Sorry to say that, I don’t mean it so hard as it sounds in written language.

Because that is also part of the fun of Factorio and I would say the majority of players sees that similar to you. Which is fine.
That is the reason, why I think this feature will not bring the wanted effect, it has a questionable gameplay value, because the feature deludes players to think of it as a solution to their problem. Which it isn’t as I tried to explain.