First, I am shocked that in 2022 I see a crafting system where recipes drops randomly from all kind of animals and mobs in a sandbox MMORPG video game. That being said let's go deeper too the system itself.
The problem is fundamental why a bandaid to make recipes last only X amount of times is now under evaluation. The whole idea that e.g. a wolf can drop a recipe of two-handed sword makes zero sense, and like the part that once learned things will be just forgotten later...
Moreover, players who focus on professions usually wants also to progress via those activities, which is quite common in sandbox MMORPGs. Therefore, it would be only reasonable if crafters could unlock new recipes via crafting. In this can be combined research of gathered resources or already crafted items. Getting recipes (or parts of them) from enemies can also make sense, for example, some humanoids could drop certain pieces.
Even in theory everyone could craft everything, that does not mean this will actually happen. Some players won't do any crafting and some will do everything they can and then we have all kind of possible variations between these two extremes. Additionally, the recipe progressions does not need to be easy task either and it could take some time, basically things would be behind timewall. Like we have seen that the grind is in practice already everywhere, even someone could call it more knowledgable.
If this new bandage (limited recipes) will be implemented, it will create another everlasting grind on top of the resources... yay! How fun is that? Understandbly it is good for the game economy pov but not very interesting activity from players, especially from crafters pov.
And to those who thinks that why should we care if it makes sense or not that a wolfie can teach a player how to craft a sword... Then I would like to suggest that gathering flowers and vegetables teaches us combat skills.