Some weeks ago I made the unexpected discovery that exiting the game is actually some kind of player/client action, and because crafting pauses all non-crafting actions, you couldn't actually exit the game normally while crafting.
Which leads me to believe their anti-idling measure is also little more than a timer to trigger the same client action that shuts down the game, which is why all the tricks that lock away actions work on their anti-idle tool.
The clear solution is to forcibly disconnect players on the server side... like just about any reasonably large scale client-server software. That they can't seem to figure this out (or are unwilling to implement it) shows a staggering level of incompetence. It's like if Netflix was not able to terminate your video session, as long as you have a video paused, without rebooting their streaming servers completely.