Perhaps because your proposed method is so simplistic it wouldn't belong on Sindome? What of time delays and the option to catch thrown items during their transition from location to location? What of skill checks for accuracy of a throw? What of damage to a door if one exists in the direction you're throwing instead of just saying you can't throw stuff? What of throwing things at specific targets, player or inanimate, with the intention of causing damage and reflecting the targets reletive ability to dodge/block/catch the thrown object? What of objects thrown at prone, grapple or unalert player targets? What of throwing things -to- people with emphasis on allowing them to catch it in the next room?
Moronically simple code like that which you suggest is why Sindomes -old- throw system was disabled. Quite simply, because these factors and others weren't taken into account, the method you proposed caused -alot- more problems and bugs than you could imagine.
I mean, first problem... assuming your thrown object isn't going to insta-move to the target location, where are you going to store it while it's flying through the air? If you store it in the current location, a quick player or someone using triggers will be able to 'get' or otherwise manipulate the object while it is in the location as though it were on the floor there. Leave it on the thrower and he will be able to manipulate it and call any verbs on it while it is technically airborne, perhaps causing bugs by giving it to someone after throwing it and screwing up all kinds of things.... oh, I give up, this post will be -endless- if I point out all the flaws in the system you propose.