Cheese - the act of manipulating the AI of a game in order to gain an advantage at the cost of immersion and realism.
I like that definition, but if I build a shack suspended up on some really tall supports and the zombies smell, hear or otherwise sense me, I think they're breaking their own immersion and realism if these creatures decide to tear down the supports. I mean, they ~might~ circle around under the shack in frustration and ~maybe~ bump into a support, but they want me, not the wooden column.
The zombies have to attack the supports because there's just no way to have a game without this sort of AI. It's not immersive or logical, but necessary.
If TFP wants to truly take on the issue, then...
1) Bring back and expand upon the spider zombie. A zombie that climbs or jumps and then tries to chomp through a wall or window when it gets close.
2) Beef up vultures' ranged attack a bit and have them (periodically) agro on zombies too. Their AoE ranged attack would be landing all over the place creating chaos and breaching defenses in places you may not expect. Don't make them carpet-bombing death machines....just agro 5-10% of the time on some poor zombie that they thought looked too fresh
3) We've got exploding cops, putrid puss spewing zombies and suicide vest zombies; I don't think it'd be a great leap to put a Crawling Pustule zombie in the game. Imagine a crawler/torso which was infected like a cop, but can haul itself up walls. Slow, weak, but will explode like a cop if you let it. You'd need to watch for these everywhere and/or create defenses against them. They wouldn't be zombie engineers, but they would path in three dimensions to you.
-Arch Necromancer Morloc