There are two problems here:
1) there is a lot of complicated logic in the platform behavior to handle slopes, gravity angles, moving platforms etc. As part of handling this it remembers the object it is currently standing on. This means changing the solidness doesn't immediately take effect until you next jump.
2) your example seems to teleport a large solid object over the player. I'm not sure what you expect the platform behavior to do in response, since it's physically unrealistic. So I don't think any weird behavior doing this should be treated as a bug.
Anyway given both these facts I don't think we'll fix this - it's super complicated code to cover an unrealistic case, and there are workarounds (usually "nudging" the player makes it update the standing-on object again).
I should explain the context of the issue being that it it meant to represent the platform being rotated on the x or y axis through the z axis. Basically its a platform that moves on the z axis which is fairly realistic and may occur in a majority of platforms that try to achieve false 3d.
Also its worth mentioning that the player would be jumping off of a then background object which is rather implausible.
Either way, nudging the player does not fix the issue until they are no longer overlapping the object.
Furthermore the object is no longer solid when it changes frames.
Still, I understand this is a fairly rare occurrence and therefor see why its not priority. However I would imagine its a fairly easy fix given that it just needs to update the colliding objects solid detection (then again I may have no idea what im talking about ).