Is the Asset Flipping issue partly due to the lack of permutations of asset store assets?
If you have a set of assets that only have a couple of textures then if lots of users use them you have the Asset Flipping tagged to your game.
However if an asset has a higher range of permutations e.g. 10,000 variations then the chance of it being recognised as a repeating asset is reduced.
Thankfully permutations can be multiply so an asset with 10 textures and 10 stain textures gives you 100 combinations. Allow 10 sizes and you have 1000 options, 10 details would give you 10,000 variations on your asset.
With dynamic or procedural textures and deforms/scales assets could have astronomical permutations.
Is this a possible solution to the Asset flipping problem?