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elaborating as concisely as possible...this behavior you're noticing in the polehammer is related to the materials it uses. as you so astutely observed, there are several fully-functioning examples of weapons that properly "bloody" through use in both regular and alternative modes of use.
basically, there's a "mask" texture that the renderer can read to determine which parts / areas on the weapon should be covered in blood, as well as which stage it has accumulated to (out of three)
the polehammer isn't set up right for this behavior to work, be that because of a simple oversight or, as you suggested, just being "unfinished."
i'm sure you'll be delighted (and disgusted) to hear that this should be incredibly easy to correct. i mean, as literally as simple as clicking a checkbox and possibly hand-editing the blood mask, if need be...which really could not be more than 10 - 15 minutes.
in any case i'm going to see if the sdk doesn't facilitate this. with any luck i'll have a polehammer fix mod for you in no time!