When you save and quit, and then load back into the world, a previously placed sculk sensor will be activated momentarily. The same result is achieved when the chunk containing the sculk sensor is unloaded, and then reloaded. Although this is not a problem for most redstone circuits, it is for self-destructive ones, such as those used in TNT Minecart traps. If the player who primed said trap walks too far away, thus unloading the chunk, it is rendered obsolete for any other player who reloads said chunks as they will find the trap already exploded due to the aforementioned momentary on-state upon reload.
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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Skulk sensors may have the same reload/relog triggers as observers, which are reported on MCPE-29548.
Could you please provide a screenshot of the build triggering this issue, or detailed steps so that we can recreate it?