I have but some thought into it over the years. There's no easy way to program it.
I mean, Bob's mods has always been script minimal, not wanting any scripts that are constantly running. There are a few exceptions like the clock, but then they don't do much at all, because they just update a GUI.
to do something like replacing all robots would require monitoring entities (Either roboports to see if they contain the wrong robots, or checking the robots themselves), which would likely end up becoming a lag inducing script.
Considering performing a "Find all of X on the map" can cause the game to lock up for several seconds, the bigger the map, the longer it locks up, anything I come up with would need to be running from the start of the game, monitoring when you place roboports and keeping track of them.
And we haven't even looked at what the script would actually do with the robots yet.
So, while the idea might be simple, the solution is not.
Having said that, there may actually be a non-bob's mod out there that does it.
Most people recommend using filter inserters to pull the "wrong" robots out of a roboport.