a surprising number of people have responded to the previous edition with suggestions on how to change the mechanics to eliminate the perceived problem — that players might be hesitant to open gift boxes. or, rather, that players have a reason to be hesitant to open gift boxes, because opening a gift box removes a potential platform.
but i like how they work right now. i think they're cute and distinct and interesting, and moreover they feel like they make just enough tangible sense to feel somewhat reasonable to me. you get rid of the lid, and the lid is the part you stand on, so now you can't stand on it. great. if you could stand on the remaining box part or whatever, that starts to invite questions, like: why is the bottom of the box semi-solid, but the top part of the box solid? hmm.
also, fox flux is a game about change, and gift boxes are a small way the player can change the level. it feels cheap to offer them that, but then pull back and the last second and say "well i don't want you to change the level too much! it might cause problems".
i think it's okay to have a dubious element in the toolbox — an object that could readily be used to make an incredibly obnoxious section. it's a little reminder to restrain myself while designing levels, and when the obvious obnoxious thing never comes, it's a wink to the player that there's someone over here putting this stuff together deliberately.
besides: big mario can destroy brick blocks (and is even encouraged to do so while looking for hidden items), and that's just as likely to lock you out of a path!