We are getting rid of ladders, because they are really stupid to work with. We also don't showcase the feature in any examples, so it goes untested, unused, and unnoticed. :P
But you will always have the option of implementing your own ladder tile that actually works correctly. The difficulty with any kind of ladder is that it requires turning your player control into a state machine. And I don't think that's well-established in the default ladder handling code. Just as you've noticed. ;)
Implementing a state machine must be done within user code, which is higher-level than what the engine can provide. Basically, you will put all of your current control input code into the "default" case of a switch statement, and then put ladder-handling control input code into the "ladder" case. So that when your player entity is in default state, you can push up (or down) while on a ladder tile, and the entity switches itself into ladder state. It can exit ladder state by: jumping, reaching the top, or bottom of the ladder, ... or whatever rules you define. The ladder state has no left/right control inputs, etc.