There are several checks in the game for counts/amounts of various items, such as containers, rock bombs, money, etc.
That way, the game mechanics from the dev perspective can be predictable. As an example, some if/else loop could be like this: (if money < 100; elif < 1000, elif < 15000, elif < game.CurrentCap).
Production, commercial software would likely account for such wacky scenarios, probably even throw a message up saying "Hey, contact your support rep, something is fishy here...". This scenario is different in that the game does not HAVE to provide for that extra money/container/bomb/whatever, as it should not be obtainable by the player.
No game producer/coder is responsible for cheating actions taken by a player. If they choose to confine certain variables for play, or even their own amusement at the fallout of these manipulations, so be it. They are not obligated to account for whatever scenario any player can 'dream up', and therefore these errors are not the fault of the dev or the team. The cause of the 'break' is the player and their choices.