The Bug:
Some blocks have their breaking animations displayed outside of their models.
Here's a list of all affected blocks. Please note that this list may be incomplete.
Bamboo saplings
Activated conduits
Campfires and soul campfires
Heads and skulls
Amethyst crystals
Pointed dripstones
Calibrated sculk sensors
Sculk sensors
Sculk shriekers
Stonecutters
Banners
Brewing stands
Open shulker boxes
Ladders
Big dripleaves
Cobwebs
Hanging signs
Transparent pixels within doors
Transparent pixels within trapdoors
Transparent pixel within leaves
Transparent pixels within mangrove roots
Steps to Reproduce:
Place down any of the affected blocks as listed above.
Switch into survival mode, begin breaking them, and as you're doing this, look at their breaking animations closely.
Take note as to whether or not some blocks have their breaking animations displayed outside of their models.
Observed Behavior:
Some blocks have their breaking animations displayed outside of their models.
Expected Behavior:
All blocks would have their breaking animations displayed within their models.
Linked issues
is duplicated by
relates to
Attachments
Comments

Confirmed in 19w13b.
Confirmed in 1.14.3 pre-release 3.

Also happens on activated conduits underwater.

Does not happen with conduits underwater anymore in 19w41a. Although I'm having some issues in this snapshot with the breaking animation in general, maybe preventing proper testing of this.

Happens with conduits underwater again in 19w42a. Assuming the now fixed breaking animation issues were affecting that example.

Affects doors to an extent, when the cracks pass over the window section.

I do not believe that is part of this issue, as transparent parts of a texture are still part of the texture. The issue here, is about where the breaking animation falls outside of the plane where the texture is rendered.

Similarly, a block entity's breaking animation is off center

Heads are also affected

Only Zombie & Player heads are affected by this Creeper, Skeleton & Wither skulls aren't
Amethyst buds are also affected
Sorry, it doesn't matter to fix, however they don't fix the model, its still a 'cross-typed' blocks and other collision blocks that appears different destroy stages
Also affects the sculk sensor.
Added.

also happens on curved rails
Video attached.
Also affects hanging roots.
Relates to MC-212784.
Can confirm in 21w17a.

Can confirm in 1.17.1 Release Candidate 1.

Relates to MCPE-119901.

Also affects big dripleaf (MC-219974).
Can confirm in 21w41a. The expected behavior would be that the block cracks would only be displayed with the block's texture/model.
I'd like to request ownership of this ticket since the reporter has been inactive for over a year. I'm willing to continue to provide all of the appropriate information and will keep this ticket updated.
Can confirm in 1.18.
Can confirm in 1.18.1.
Can confirm in 1.18.2.
Can confirm in 22w13a. This also affects mangrove roots, cobwebs and doors and trapdoors with transparent parts in them. I'm happy to take ownership of this ticket and update it accordingly since the reporter is no longer active.
@@unknown, done.
Awesome, thank you. I'll update the ticket shortly and accordingly to reflect the necessary information. 🙂
Currently the breaking animation is overlayed on top of the texture of the block with some transparency, this could be fixed by making the breaking animation's transparency value be the overlayed pixel's transparency along with the bit of reduction.
This would fix all but the activated conduit, which will then render nothing, unless the breaking animation gets applied onto the actual conduit, rather than the hitbox.
This is still an issue for bamboo saplings. I have not noticed it anywhere else.
Can confirm that bamboo saplings are out of hitbox as of 1.19.2
As of 1.20.1 this also affects calibrated sculk sensors, and all three states of hanging signs.

I was playing on singleplayer when I noticed this, good to know that it has been reported.

In 1.20.3
"Bamboo", the image shows a "Bamboo Sapling", not Bamboo