I recently found an outpost in a hardcore world in 1.18.1 and there were pillagers
Doesn't this work as intended? Similar to when looking at a sign...
Maybe a better fix would be to have sphere around the tnt, where the size is dependent on the explosionRadius, and some algorithm would spread the rays so that they hit around one block apart at the surface of that sphere. This would mean small explosions wouldn't have an excessive number of rays to process, while large ones wouldn't have this problem.
I think this works as intended, because it seems things like torches are an exception, where they are allowed to be placed as long as there's enough room. Everything else has to have a full face. However, I agree that this should be changed so that all those blocks can be placed as long as there's enough room, but that is a feature request, not a bug.
Are the whole columns of pixels missing? It seems like that may be the case. If so, it may be that the texture is accidentally shifted over 2 pixels.
If I understand correctly, I wouldn't really consider this a bug, because nothing that isn't a wooden door should ever have that tag...
Shouldn't this be resolved as "Works as intended" instead of "invalid"?
That said it was purely graphical and still made sound. Seems like it's related, but this isn't just graphical. Or maybe that bug shows itself in newer versions as this bug?