I also noticed this problem a while ago when researching MC 1.13 code. All features attempt to generate in all chunks, the most funny being Nether Fortress trying to generate in the Overworld. Trying to find the screenshot I had of the code running, but that might take a while.
Using this code, it's possible to see that Mojang's implementation does not produce the same results as Java's default implementation (which would be the results produced in Bedrock editions):
Seed: 4398074666259 | Java: 30 | Mojang: 19
Seed: 39032724456376 | Java: 50 | Mojang: 9
Seed: 39032784013762 | Java: 47 | Mojang: 13
Seed: 39032805695460 | Java: 12 | Mojang: 17
Seed: 11613744092361 | Java: 5 | Mojang: 2
Seed: 165764713 | Java: 12 | Mojang: 2
Seed: 11613765769747 | Java: 2 | Mojang: 6
Seed: 223209395 | Java: 9 | Mojang: 6
For reference, https://docs.oracle.com/javase/8/docs/api/java/util/Random.html#next-int- specifies >>> (logical shift operation) usage.
This bug has been in the game since its origins. It's caused by chunk loading order - if you load a chunk with a mountain in it and then load a chunk that's supposed to spawn a tree touching that mountain, it won't spawn. If you generate the tree chunk before the mountain chunk, though, it'll appear in-game.
I have confirmation that the image "2021-02-27_22.44.59.png" has been generated using seed 0 (left side, beach) and another seed (right side), possibly the original. Coords are 73 69 78 for the player.
See image
I'm also from the MC@H community. Basically, it seems like your world's seed was changed during playthrough - possibly a corruption caused by an unexpected shutdown or crash while it was saving the data? -.
If you want your original seed back instead of seed 0, please provide the region files for your save and we'll try recovering it for you. The process itself shouldn't take more than a few minutes if you still have the save files.
Same hehre. !!!
This issue isn't relevant anymore, as LegacyRandomSource is not being used in any important place of the game anymore, except for stronghold layouts, which can't be affected by that problem. (Mojang switched to XoroShiro128++ for features in pre-release 1)