Loading 'latest' asset from multiple catalogs

Hi.
Basically, Im investigating allowing for ‘later’ same named assets to override any previous ones, from already ‘mounted’ catalogs.

From the api - LoadAssetAsync<> states
/// Loads an Addressable asset. If a key references multiple assets (i.e. a label that is assigned to multiple assets), only the first asset found will be loaded.

Which is pretty much what Im seeing.
Ive found that I can manually deal with the situation via something like

        var locators = Addressables.LoadResourceLocationsAsync(ID).WaitForCompletion();
        if (locators != null && locators.Count > 0)
        {
            var actualID = locators.Last();
            Addressables.LoadAssetAsync<Texture2D>(actualID).Completed += OnTextureLoaded;
        }

Is this the only way to achieve this?
The merge methods dont seem to cater for LAST key.

Only way I can currently see to remove the 2 step method, would be to pre-cache the above in my own merged catalog.

Further to this, I have worked out, I can reverse the order of the loaded Bundles, and achieve the functionality we need, without needing to implement an extension class wrapper.

        var infos = new List<ResourceLocatorInfo>();
        foreach ( var locator in Addressables.ResourceLocators)
        {
            infos.Add(Addressables.GetLocatorInfo(locator));
        }
        Addressables.ClearResourceLocators();

        for (var i = infos.Count - 1; i >= 0; i--)
        {
            var info = infos[i];
            Addressables.AddResourceLocator(info.Locator, info.LocalHash, info.CatalogLocation);
        }

As long as we control how/when bundles are loaded, is this problematic?