Take a look at this capx.
CAPX HERE.
The logic is very, very simple. The 'nodes' are created, then instantly destroyed.
Run the project, and they are not destroyed.
Same thing happens with a 'for each node - destroy' event.
I think it has something to do with the blank sub-events, as when you make the actions actions of the parent event, the behavior is different.
This impacts my current game significantly, I found this after a project working in r99 failed in r100.