Updating breaks local bundle path in catalog

Here we go again, yet another one:

Doing a base build for a local group results in the catalog having:

"{UnityEngine.AddressableAssets.Addressables.RuntimePath}/StandaloneOSX/packedassets_assets_all.bundle",
"Assets/ExampleImage.png"
]```

Updating that build results in the catalog getting this written into it:
```"m_InternalIds": [
"{UnityEngine.AddressableAssets.Addressables.RuntimePath}/StandaloneOSX/packedassets_assets.bundle",
"Assets/ExampleImage.png"
]```
Note the initial naming **packedassets_assets_all.bundle** vs **packedassets_assets.bundle** after the update.

This of course causes all deployed players to break, since they can't even find their local assets anymore, yielding the error:
```Exception encountered in operation Resource<IAssetBundleResource>(mergedskinassets_assets.bundle), status=Failed, result= : Invalid path in AssetBundleProvider: 'Library/com.unity.addressables/aa/iOS/iOS/mergedskinassets_assets.bundle'.```

You can easily reproduce this behaviour by creating a new project, adding a group with the following group settings:
![7130849--852341--BrokenUpdate.png|1736x1564](upload://zo3j9rJcw3wLr8IO6k47JGO1I5x.png)

And then just adding any asset into this group, then observing the generated **Library/com.unity.addressables/aa/buildTarget/catalog.json** file.

Unity: 2020.3.4f1
Addressables: 1.17.17
Bug Ticket Case: 1335605

**PS:** The longer I try to even get this package working, the more I doubt that anyone implemented it into a real production. I really feel that we are the only company with a major production that tries and tries, and is being laughed at.
I'm sorry, but I had to add that. We are still far from having our asset management production ready, and finding such weird behaviour along the way doesn't surprise me anymore. We already drained so much time and money into this package. Sadly its too late to turn around.
[Major open questions to basic implementation keeps being unanswered](https://discussions.unity.com/t/839683) and there is no possibility to get support from Unity, even though paying multiple pro licences every month.

Just stumbled upon this problem myself today, though in my case the InternalIDs led directly to a Library folder every single time I built the addressables, like so:
"Library/com.unity.addressables/aa/Windows/StandaloneWindows64\\defaultlocalgroup_scenes_all.bundle"

Reproduced on Unity 2021.1.6, Addressables version 1.16.19.
Setting the bundle naming mode to anything other than “FIlename” eliminates the problem. However, this is indeed a very, very serious issue and a timely fix is necessary.

Yes, I figured that not using “filename” kind of fixes this. But in our case, this produces a ton of duplicate bundles that we (as far as I can tell) have to include in git. Because if I build addressables on my machine, my coworkers can’t pull my branch and ship the app, since they don’t have the local bundles that must be included in the player. But on the other hand they can’t build them themselves, because this would result into a new build that would break the update workflow.
I’m not really sure how this scenario is thought out, since it will affect everyone who is using any VCS.