To be honest, if they only wanted they could automate that when loading an older save.
I want to make a point for the game though, and how it handles saves. I actually find it quite clever. It has bugs, yes, but it is the right principle for a state driven game like this. Actually, when a save is loaded, they replay the trigger chain and apply each trigger to each state machine, so that in theory each one will advance to the state it had when the save was created. Only exceptions are things that do not depend on state machines, like names or variables that advance independently or randomly.
The drawback is that, whenever the new game version, for example, requires different trigger sequences to advance the story, older saves must become incompatible. This is why they have some special coding for older saves in place that executes whenever such a save is being loaded. There had been bugs in the past with that, e.g. Jenny not being able to become pregnant if her story was too far advanced already, and the trigger for that was not correctly replayed. Or Maria not being available in the storage room and the player not being able to leave without talking to her.