I have just tested this bug in the snapshot 22w42a, and it has now been fixed with the fix of MC-255164
I don't know how to take a video of this in action, and every screenshot I take doesn't show it in action. The only easy way I know how to do it is to have the ravager attack you and die to you wearing thorns as it guarantees that this bug happens. The command I had provided makes it easier to perform this bug, as the ravager only has one health and will die on contact to the player wearing thorns, demonstrating this bug in action.
I am adding another comment to my ticket because I want to confirm with someone that this ticket I made may not be a duplicate as may be implied.
I don't think this is a duplicate of my other ticket because this isn't an idle sound the warden plays during its death animation. I created that other ticket about how there are a few mobs that create idle sounds during the death animation without the player interacting with them, but this ticket is about a specific thing the warden does if you touch him in the death animation as it only happens once and in a very specific scenario.
This isn't a duplicate of MC-19757 as the horse mobs will move and look around on their own during the death animation because I believe they don't have any code for them to stop this behavior as if they were still alive compared to MC-19757 as to where a mob that is turning before it dies continues to turn to that position until they are there and won't turn anymore compared to the horse which has a mind of its own.
Do you mean that snow layers can block an enchanting table from detecting bookshelves if placed between each other, resulting in not detecting those bookshelves?
It would make sense that the sculk sensor would detect flying mobs as they use their wings, creating vibrations in the air
It does, I couldn't find it through searching
Kill a skeleton horse trap from out of range from activation distance, then when in its death state, move into its activation range to where it will activate.
I was mentioning that the mob was specifically out of reach
I just tested this bug in the latest version, 23w41a, and it appears to be working as intended now