Yes, that's known too. I prefered not to build an algorithm that avoids it for 2 reasons:
1. Since there's no real 3D geometric information about the entities, it would never look as good as in a 3D game.
2. I decided that it is better to assume that the level designer should take care of it instead of consuming lots of memory and calculations to avoid it. I know some would say that it's a lame excuse, but many game engines require well designed levels whose construction prevent artifacts produced by engine's limitations.