I noticed this "bug" too while upgrading my schematics -- though this was pretty much expected behavior by me because I've coded game websites before.
This isn't really a bug so much as it is a limitation of the coding. They could probably make it use multiple schematics/blueprints by making it iterate over loop for the code it uses to update the schematics -- but then you'd need to error-catch trying to use more than one at every step of the loop (because the limitation that you can only do this 5 times per scheme/blueprint is there) so if the total of current plus the total of proposed (e.g. the quantity you put in the field) uses exceeded 5 it'd either have to give you an error stating you can't use that many (which would probably result in bugreports about a non-existant problem) or it'd have to use UP TO 5 and then kick out the rest and give you a message about how it used x and you still have y.
Either way, a big pain in the butt for a feature that will hardly benefit the site, and one little wrong line of code would mean someone loses some items and whines about how using multiple blueprints is bugged and they want their items back.
Which is why this will likely just stay a "you can only use 1 blueprint at a time" thing even though you can put in any number greater than 0 that you want. It still uses 1, you only lose the 1 you used out of your inventory (and not any extra), your blueprint still gets upgraded. Working as intended.