Have you checked to see if it is still broken with 1.32.6 ?
Yes, I checked it a couple of hours ago with a simple trigger to rename an item and then show its name. It's still broken.
Here's my report:
Broken natives
For now, I'm avoiding all situations that would require renaming an item (or reading item's name for that matter). For example, in my fallout mod, unique items have unique names (sometimes randomly generated, WIP), so for the inventory pick up/drop/backpack transfer systems etc, I'm using arrays with custom item types/names. So, a dialog button reads item's stored array (or HashT) name instead of the actual item name.
I hope that helps someone.
TL;DR: avoid all item (re-)name(-ing)-related interactions. Use a work-around.
Edit: I think this work-around approach philosophy (thus, avoing as many newer natives as possible) is a healthy way to ensure the map's longevity. I wasn't thrilled being forced to spend an entire day reworking an entire item-naming framework. Who knows, what would be broken next. At least, with simple hashtables, arrays, etc, one can be almost 100% sure to see the map working as intended. That was my initial case upon the release of Reforged. I anticipated possible incompatibilities and deliberately chose to stick to the most basic algorithms. I only had to fix some minor problems (like bypassing fixed random seed issue), since most of the map was using simple GUI interactions. The map was poorly optimized, had gargantuan algorithms, but, in the end, worked like a charm transitioning from Classic to Reforged.