It is not clear to me that the design is broken, and the intent behind the mechanism of not being able to get back to the original price is not documented anywhere. It is only speculated. Therefore, it is only your personal opinion, not a fact, that this is not working as intended.
Fair enough, so let me state it in another way. Just because something isn't documented isn't an excuse to ignore logic and reason, so we should give it a whirl:
1-Clearly one restriction with the way auctions are presented is there is limited screen estate where the range of the maximum and minimum bid price is presented. Since you can shift the maximum price by moving up, then the minimum has to shift also. At the most basic level this is why the store price disappears.
2-This is is no problem with store auctions because of what I explained above: it fits within the gameplay dynamic. The seller can go down ANYTIME to stop the price increase. So it's the seller's choice/greed to let the buyer max out the price.
3-It is a problem with land auctions, because there is no seller
so nobody can stop the price increase4-The opportunity cost for letting the land go doesn't exist: the land is clearly not worth purchasing as no other player, even with almost as much cash, is interested in buying at the inflated price. You can't talk of an opportunity cost where there is no choice - for the exploiter, buying was never an option to begin with. All you have here is a mechanism for the richest player to remove the land auction from the play, as if it was never offered in the first place.
5-Again this problem did not exist in the original game to any appreciable extent, because the movement speeds are much slower.