I’m guessing this will be implemented at a later stage. In the mean time, you’ll probably have to do it yourself. It’s not that hard - check for standard collision, and then use a simple check to determine if there’s an overlap in the z-axis for both objects.
Pseudo code for the check for collision along the z-axis:
> (obj1.zorder <= obj2.zorder + obj2.height) and (obj1.zorder + obj1.height >= obj2.zorder)
[correction, it should be the z position, not the z-order]
(obj1.z <= obj2.z + obj2.height) and (obj1.z + obj1.height >= obj2.z)
This will be true if a collision occurs.
Then you’re not doing it right, because other top-down games don’t have this problem. Don’t blame the tools if you aren’t using them properly.
Programming is all about working within limitations and eeking the most out of the system. You have to work out how to get the end goal with those limitations and restrictions. That is the art of programming.