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See #1889 entry 3.
Basically, Neoforge implemented Slots (SlotItemHandler) have a more strict mayPickup & mayPlace judgement.
When judging mayPickup, the slot would trigger a virtual takeItem operation, and rely on whether the return value (ideally the ItemStack to take) is an empty stack to judge. Hence when the slot is empty initially, it would be marked as not able to be picked up.
Similar issue occurred in mayPlace. When checking modifiability, the slot would try judging whether it's able to place the same item in the slot into it. But for an empty slot, the input ItemStack would be EMPTY, which is also blocked by Neoforge's judgement.
As a result, both ways will get wrong interactivity for an empty slot of SlotItemHandler. So we can do an extra judgement to see whether the slot is empty. Additionally, before actually placing items, a canPlace check is applyed, so we don't need to worry a wrong item transfer.