There's a difference between reality and game.
In reality, killing bombers on their way home makes a lot of sense, becuase it prevents them from returning tomorrow. In here, killing them after the drop is hurting the own war efforts, because they will return sooner than they would after flying home first. Not shooting them doens't help, because the correct strategy to win the war is to bail anyway (unless getting shot down before being able to bail).
There's also a difference between flying for the war, and flying for personal score.
Bombing strats and bailing helps the war effort. Repeatedly even more so. It doesn't matter whether it ends by bailing or being shot down - whatever is faster works best. Ignoring the war, and just flying for kills, of course the easiest way to get kills is by taking down bombers on short final, or AFK on a long flight.
If only there was some kind of mechanic that turned a somewhat historically meaningful behavior into something that helps the war effor the most. This includes some incentive (for the war) not to bail, and probably many other things. And if only there was some metric built into score that would figure in the benefit on the war, instead of just counting empty AFK bombers taken down (or proxied).
Basically, no matter what personal goal each player look at, the ways to achieve it should be compatible.