Well I guess we'll have to agree to disagree (but I still know I'm right). Obviously we don't want bugs but I think the fix should have been to fix the bugs, not to not move into the tile. I mean I understand that coding is complicated and it's a big program and all, but there's a reason that we have all kinds of fancy coding doohickies: after you call the attack function, you call the move function. Obviously there's testing and edge cases and whatnot, but that's what we pay these people for.
I think every other game does it that way because it's more intuitive: when I imagine a battle, I picture the attacker moving into the defender's territory and fighting them for it. If they win, they keep the territory. Of course in reality maybe they don't advance all the way and such, but we use square tiles as an abstraction, and it really seems that the correct way to follow the abstraction through is to occupy the tile you've fought over. Of course it's an abstraction so there's no correct way to interpret it but that seems far more natural to me.
We clearly have different ideas for strategically messy, but to me it is far more strategically messy to move into the bear's cave after you've already gone into the cave to kick him out (well, kill him, as the case may be). That's the way it is for cities.
And, honestly, the game is slow enough as is when you're exploring that I really feel it would be more fun to speed it up by that little bit and complete the move after the attack. But again that's just my preference for pacing.
(And of course I realize that this is far too many words devoted to a small thing, but hey, there you have it.)