WRT to the first "not working" one.
You are not pick/ using anything at the click trigger event
C2 goes on to process the two individual sub events of the click trigger "at the same time" so
At point of first click trigger no sprites exist atop of the blue box and at the "same time" you are creating a sprite (but there are no sub events to use it as picked)
Sprites will be destroyed over the blue box on second and subsequent clicks but there will always be a sprite that is not destroyed as it is also created at the click trigger and never pick/used for anything.
On the second "working" one, at the click-trigger, the sprite is created so picked for use in sub events and then destroyed in the sub event. I am using these sort of events all over my game.
I don't see any issues,,, and am very glad to see C2 working like this it means that it is very robust and is treating trigger events properly...