I feel like this kind of thing doesn't reflect how bad the code is, it's the opposite. Nintendo had to do some crazy things to get a 3d platformer to run on that hardware. This kind of glitch pops up as a crack in the seams of all the tricks they had to use to get the game to be possible at all.
The actual reason the game is so buggy and broken in so many weird places is simply because it was their first 3d game and it was made by like twenty people in barely three years. The tools they must have had to make the game must have been ridiculously primitive. It's frankly insane that it actually turned out good. There's never going to be another guy like Miyamoto.
This is up there with other incredibly bad gamer takes imo. They want to call everything shitty programming and bad level design and whatever else, and in this case about a game from the people who invented the genre 30 years ago on hardware that had no right doing pretty much any of it. Meanwhile these fools couldn't make a ball roll in Unity after watching a dozen 40 minute videos on YouTube about it. No right to speak etc.
From the dude who gave us the Parallel Universes video. I love this stuff
Some hobby stuff just gets so much better over time, as we dive deeper into it and amass mountains of understanding about the technical and lore aspects of it. SM64 was magical when I played it as a kid. Decades later, it is sublime.
Super Mario 64 ruined platforming by driving all 3D platformers toward sloppy, non-llinear stage design solely in service of collecting shinies.
I dunno. Mario itself didn't really go for the non-linear stages for more than a decade after Sunshine and are there really that many collectathons post-N64?
I see SM64's structure as a product of technical limitation mostly. It's smart the way they maximised use of every map by stretching out play with collectible gates and objectives, but in no way should that have been the platformer blueprint for a decade. Where are my Sands of Time clones?