Mods can still create different uses for materials and associated mechanisms, without having to register the same material as is in some other mod. If we go ahead and create a system that takes care of keeping track of materials, we won't end up in the situation where several Minecraft mods are, each creating their own variety of copper, tin, lead, silver, and so on, while using those duplicate materials for different purposes than the uses present in other mods.
The goal is to prevent "our mods" (minetest mods) from suffering that way, by only creating the items for a material if they haven't already been created before. For example, one mod might add copper (don't kid yourself, copper in minetest_game was always a joke-level feature because they didn't want to add tin, yet the copper has as many uses as the tin would) and use it for wires to conduct electricity, whereas another mod might add the same ore, lump, block and ingot, yet also add copper tools (they wouldn't last long at all, because copper is weak, even in its work-hardened form) - if the mods followed some special standard, they would be able to omit loading duplicate ores, lumps, blocks and ingots. It wouldn't take long to realize that a lot of the same or similar code would have to be included in all mods adding materials that may be added by other mods, just to check whether items exist before registering them.
That is why I am creating the mod I mentioned before - it takes care of the problem, by checking whether (properly registered) items/nodes/tools/recipes have already been created for a material, so that the mods using the system can use the standard without having to do "all of that".
Materials are a universal concept, because many mods will use several of them, and there isn't really any alternative to using materials, outside of making a totally different mod, such as a mod for farming crops or mobs, which wouldn't use materials for anything "in the first place". If a mod is going to be adding any of the standard items (lump, ingot, nugget), standard nodes (ore, block), and standard tools (pickaxe, axe, shovel, sword, hoe), it would benefit from using a standard that prevents the same items being added by more than one mod. This makes it easier to build a modpack or subgame, because you don't have to remove all of the unwanted registry calls manually.
Even though my mod would be good for this, there are some uses it does not cover - such as doors, fences, storage (chests), fluids, and anything else you can think of that isn't just a simple item or node or tool. I can add functionality for these, so that we can also prevent mods from adding duplicate doors, fences, chests, fluids and so on - but each one is considerably more complex than simpler items, nodes and tools. I would rather finish the mod with most of the widely-used features, then add "other stuff" later, if I see that enough people want to use the mod due to its features. Once I have released it, I won't change the API in ways that will break older versions, unless the internal workings of the game "engine" itself are changed so extremely that most mods won't work at all without being fixed to work with the new system (changing it then would likely not be avoidable, but since it wraps stuff like registering items/nodes/tools/recipes, a lot of the API would look the same or be just like it was before - just the internals would be different in most cases).
Once I have released my mod, I will start working on an "alternative" power system mod - not designed to replace Technic, but it will have some machines that do similar functions, amongst lots of stuff Technic doesn't have, and a radically different power transfer mechanism (IndustrialCraft vs Thermal Expansion, for example) while using some of the same materials. If Technic isn't updated to take advantage of my other mod's features, it would not be too difficult for a modpack/subgame creator to do that, because all that has to be done is replace all the minetest.register_*() calls with a much shorter and neater function call (plus a few more, to add stuff like "material" definitions, "item types", "material types" and such, but it would still end up being much smaller than all of the stuff in those minetest.register_*() function calls)
Because it can help to "see" this by looking at an analogy with CAD "part modeling" programs, this is what a standard for materials would look like:

Basically, it's the Minetest analogue of the "Union/Join" function - instead of having two parts with some volume, each occupying a part of the volume of the other while still being two different parts in that "common volume", we now have a single part joined by the "common volume" - they become one. Minecraft never had anything like this, and probably never will - the Forge people created the "ore dictionary" system after the problem got too big, but it is just a "bandaid fix" which allows you to use the materials from one mod with another that calls it the same thing while using it for other stuff, but doesn't fix the problem that resulted in the duplicate objects "in the first place".
More than one mod trying to add the same materials, should not prevent said mods from creating uses that are substantially different from the uses created by the other mods which add those same materials. We can make a standardized system, and allow mods to create lots of their own unique features that fill different niches, without having to compromise either. It is okay for two different mods, both adding machines but using a different power system, to create their own variations of the "machine block" and components that fill them, because it is likely that the recipes and appearance will be different just as the uses would.