This is quite obscure but I have noticed that after a creeper has been triggered, you cannot disengage it by giving it the NoAI tag. I believe this is a bug because cancelling an explosion is part of a creeper's AI, seeing as you can disengage by immediately moving away even after it has started ticking down. So NoAI should naturally cancel any explosion that is waiting to happen.
Attached video to demonstrate.
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the bug you linked is resolved as "works as intended" but it has no comments... it was also reported in 2014... I am dissatisfied with this resolution.
the bug you linked is also reproduced in another way, through flint and steel. I am focusing on the player proximity trigger.
Duplicate of MC-67403