This might be easier to fix on their end - either by having a blacklist of problematic entity names (eg. anything with "dummy" in the name shouldn't be considered a real power pole), or by checking whether the pole still exists (on the next tick or on interaction) and removing the lamp otherwise.
I could probably explicitly destroy the dummy before replacing it with the emitter (which should allow PoleLamps to notice the pole getting replaced), but I currently don't have time to test whether that causes any issues.