An inconsistency that I've noticed is that unlike other entities with health item entities don't receive a 0.5 second period of immunity after taking damage.
Steps to reproduce
Create a setup like this and place a lever in the middle
Run this command while near the item:
/data get entity @e[type=item,sort=nearest,limit= 1] Health
Flick the lever and run the same command again and notice that it's health has decreased by 2
Further experimentation can be done by using repeaters to add delay up to 0.5s between the tnt to see that the outcome is the same even without the blasts being processed in the same game tick.
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Thank you for your report!
We're tracking this issue in MC-226257, so this ticket is being resolved and linked as a duplicate.
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hope i've worded this properly as this bug breaks a variety of tnt based blast chambers