I have experienced this bug on singleplayer worlds, even with multiplayer toggled off. It seems to become more noticeable on worlds with larger file sizes-- the world I was experiencing it on the most is over 100mb in size. I've noticed it appears to be directly tied to autosaving; for me, only occurs while the little autosave icon is present in the upper corner of the screen, or a few seconds before it appears.
Can confirm for Nintendo Switch Edition. When comparing my own experiences fighting the breeze on Bedrock edition to various videos I've watched of people fighting the breeze on Minecraft Java edition, I noticed the behavior noted in the bug very quickly. While the breeze continues to throw wind charges and jump around in Java edition regardless of how close the player gets, in Bedrock edition it stops attacking entirely when the player gets within a 4-5 block range (I'm unsure of the exact range, as I was focused on clearing the chamber). This allows the player to rush in and hit the breeze repeatedly until it dies without worrying about it retaliating at all, which makes dealing with the breeze easier than intended--- especially if you get really close to the trial spawner as it spawns more breezes, putting you immediately in this "peaceful" range and allowing you to pick off the newly spawned breezes in seconds flat.
As of the release of 1.21.0, A Familiar Room is now completely unplayable in game, as the new 1.21 tracks play in the main menu. This includes methods of forcing the game to play music using the /playsound command, as the track has no sound event associated with it. This is odd, as it should at least be listed under the generic sound event music.game. This likely affects every platform of bedrock edition, but it at the very least affects the Nintendo Switch edition of the game. All of the other 1.20 soundtracks have sound events associated with them and are still able to play in their respective biomes in game. The issue appears to be specifically with A Familiar Room.
I agree with the comment made by user Erin Anderson, because I am experiencing only one of the four separate issues they suggested this bug report be split into (sound delay bug), and all the different issues they mentioned seem to be able to happen separately from each other. As for the sound delay bug-- I am playing on the Nintendo Switch edition of the game, on the latest version as of 1/20/24, and every time I load up my world, occasionally new sounds (sounds that the game hasn't played yet in the current play session) don't play and get queued until quite a few seconds later, when they all play at once.
This glitch occurred earlier today where I didn't hear the sound of a ghast spitting fireballs at me until I was already on fire and another fireball was on its way. After about three or four completely silent ghast fireballs, all the explosion noises played at once and every fireball after that began audibly exploding normally.
To reproduce this part of the bug:
Open a Minecraft world that has been played in before. The bigger the file size, the easier it is to reproduce.
Do normal Minecraft things that make noise, such as walking on all different kinds of blocks, opening and closing doors, and taking damage.
Notice how, especially when the world is auto-saving, sometimes these sounds don't play normally. Every action done that would have made sound is silent, until a few seconds later where every noise made suddenly plays at once. When all the sounds suddenly play at once, they will play at the location they were originally created from, so stay within audio range.
Unfortunately, this is difficult to reproduce because it's somewhat inconsistent. You can't force it to happen on command, but given enough time it will happen.
I’ve found this bug as well while playing on the iPad version, so it’s apparently not just a bug for Windows.
Upon the release of version 1.20 on Nintendo Switch Edition, this problem appears to be back. One of the 1.19 hotfixes (1.19.83 if I remember correctly) had fixed it for a while but as soon as I began playing in 1.20, I noticed the game become very choppy and laggy while interacting with the player’s inventory.
I believe this bug was fixed at some point, but as of 1.20.0 it’s back. However, instead of one item getting stuck in the inventory, I keep having EVERYTHING in my inventory lock up and be immovable. Closing and opening the inventory temporarily fixes this, but it happens fairly frequently and seems to be triggered by moving items around in your inventory quickly. As others said before, it’s very inconsistent. I was using Minecraft for Nintendo Switch in a normal world (not Realms) when I found this bug again.
I thought this bug got fixed a while ago, but as of Minecraft 1.20.0, it’s back and slightly different than before. The sculk sensors react correctly to thrown or shot projectiles, but the Warden immediately pathfinds towards the player instead of towards the sculk sensors or the projectile itself. Even while the player is crouching, the Warden will start pathfinding towards the player as soon as the projectile hits the ground, even if the player is nowhere near where the projectile landed. I tested this bug in survival and creative mode— to make sure that I wasn’t mistaking the Warden’s sniffing ability for this issue— and it even happened in creative mode.
The horses started off fine when I signed into the world, but progressively got worse as I continued to play. First, my horse's armor was flickering rapidly, and the horses spotted texture wasn't showing (it was a grey horse with a black back, but it was just showing up as a solid grey horse). Then, its armor stopped rendering entirely leaving me with a plain gray horse, and then its entire texture turned blank white a beige outline where the saddle was. I opened a new world and spawned some llamas and horses, and they had the same glitched blank texture.
Edit: donkeys and mules seem to be unaffected and render normally
As of update 1.19.20, it appears that this bug has been fixed! The achievements tab labels are displaying correctly without the weird really long names (the title says "Achievements" again and not "HBUI.ACHIEVEMENTS.TITLE").
I did not see this bug in the change log of the newest update, but it seems that as of update 1.19.20 for the Nintendo Switch Edition this bug appears fixed! Based on testing in two different random worlds, projectiles such as eggs and snowballs now make a vibration detectable by sculk sensors when they hit the ground as they are supposed to. If a player is sneaking and throws a snowball near the warden, the warden can now hear the snowball properly and will walk to investigate where it landed (and it will appropriately get angry if you throw too many).
I have some more information about this bug for clarity:
This bug is not limited to just the warden, it affects sculk sensors as well and presumably sculk shriekers (although I didn't test shriekers specifically).
Steps to reproduce with a sculk sensor (this was tested on Minecraft: Nintendo Switch Edition):
Open a creative mode world with the experimental toggles on.
Place a sculk sensor in a flat area where you have room to fly up.
Fly a little bit above the sculk sensor, so you're still barely in it's detection range.
Throw a snowball or egg. The sculk sensor will go off, but it will activate a bit before the projectile hits the ground.
Fly a little higher so the sculk sensor can't hear you, and throw another snowball/egg. The sensor does not react at all.
Steps to reproduce with a warden (using the same world as the sculk sensor and on the same device):
Spawn a warden underground in a cave with lots of space.
Enter survival mode (so the warden can get angry at you).
Throw a snowball/egg out into the empty cave, aiming so it won't land for a second or two.
The warden perks up immediately, and starts walking towards you.
Continue throwing into empty space. The warden will know exactly where you are, and eventually get mad at you, ignoring the projectiles.
Expected result: the vibration is sent to the warden/sensor when it hits the ground, and the warden walks towards where it landed.
Actual result: The vibration is sent immediately to the warden/sensor, and the warden walks towards the player since the vibration came from the player and not the projectile.
This bug has been happening for quite a few versions, and still happens in 1.18.32.
I hope this information is helpful to those assigned to this bug and that it provides more clarity to what this bug is.
Since the 1.21.72 hotfix update, this bug seems to be fixed for me on Nintendo Switch edition.