It certainly looks like Dorico is getting confused about which kit you’re editing in the instrument editor.
Percussion kits are handled specially in the instrument editor because, unlike pitched and fretted instruments, you cannot edit the contents of the kit there once it exists in the project itself. So you will see an entry in the list that says (in score), and where you cannot edit much beyond its name; but you can also select an otherwise identical item in the list that represents the kit in the project library, and that one can be fully edited.
(The reason for this difference is boring and technical, and reflects some intial implementation decisions made for instruments way back in the development of Dorico 1.x that with retrospect have turned out to be suboptimal.)
It is also the case that the name of a newly-created instrument as it appears in the left-hand list in the instrument editor can change when the editor is closed and reopened. That’s because of the way the name is built up from the data in the library, and until the instrument has been saved to the library (which happens when you confirm the dialog), the data isn’t there.
None of this is ideal, and had we started out building the instrument editor at the same time we introduced the concept of instruments in the software, we would have been able to avoid some of these pitfalls, but at this point the work required to fundamentally rethink this is somewhat impractical, and could also have an impact on the hundreds of thousands of existing projects that have already been created.
So what should you actually do about this? If you want me to take a look at the project that has a bunch of duplicated kits in it, I can take a look and see if the data allows me to tell where they came from, though I’m not sure I’ll be able to come up with a good explanation.
Otherwise, my recommendation would be to confirm the instrument editor dialog as soon as possible after you have created your new percussion kit. Then reopen the dialog, and continue editing it at that point. Try to do as much as possible of the setup of the kit before you create it in the project itself. Before you create the kit in the project and assign it to a player, consider making a copy of the project and working out the kinks there, then return to the project in which you first created the kit to make any corrections, and finally save it to your user library from there.