I've been away on other projects but im back now, and i bear good news given i looked back over my last attempt to issue a bug report and realised a simple test i had overlooked.
Alatree's script to forcefully change unnesecary applications of dead_dwarf=true, and another active change you can use pet corpses in to regular piles and use them. Previously i mentioned the DF-hack stockpile manager, if you disable rotten via application of the keys [CTRL+X] you will be able to access. I mentioned this earlier but i wasn't aware it had this effect.
Slaughter a pet dog, a work assigned hunting dog is a easy example to try via the animals menu (since they bond and gain a identifiable name immediately), their corpse parts will be taken to the corpse refuse pile, then set their body parts to dead_dwarf=false (which the script would do anyway) and use the stockpile manager to unset rotten items from the pile, the selected parts will be moved out of the corpse pile and back into respective normal piles to be used like normal products. Its a fix that with the script working in the background you can simply set a single corpse pile to be your kosher pile, and corpses sent to the other none unset pile remain static.
Here is a dog from the save i have provided which is a default 43.05 save running on dfhack 43.05-alpha0 in order to change the dead_dwarf values and manipulate the stockpile. This is a named hunting dog assigned to my militia leader directly. (The original intention was to find some creatures to rip apart and pulverise, and see if a dog would die in the process) right now i've unset it's skull on the modified corpse stockpile and its being processed into a local workshop.
Save is here
http://dffd.bay12games.com/file.php?id=12972
Its fixed, rejoice. But im not sure if people will actually restrain from crossing over ethical boundaries because of it without more testing.
It does not fix items such as combat dislodged teeth from combat for instance in the existing dead_dwarf=false refuse pile. I recently in another test fortress beat up a badger and knocked out its teeth, however it still remains unusable even after i use my hotfix. Probably because the badger is still alive in worldgen.
> Found the bug - Teeth knocked out of small animals like badgers that pile up don't actually have any TOOTH material inside them but are listed as [1] for any conficts further than that (pet badgers etc) you can even possibly use.
One bug to another
> It seems that badger teeth are broken anyway because it will not generate a object for 1 unit (just enough to exist and be processed) and even a unnatural stack of a 100 teeth cannot actually be processed into 1 single badger tooth craft. Its broken.
> Also teeth loosened in combat are not registered as being severed or explicitly removed in any such way.