Game devs are just not that familiar with beds. They rarely have the luxury to use one, most often sleeping at their desks.
My favorite stalker bug is the two dudes in the second kind of hub area that just constantly repeat their lines.
“Get out of here, Stalker! Get out of here, Stalker! Get out of here, Stalker…”
“What are you waiting for? I said come in, don’t just stand there! What are you waiting for? I said come in, don’t just stand there! What are you waiting for? I said come in, don’t just stand there!”
In programming, everything is just an object in a space. If the devs decided that the object cannot clip and needs some sort of margin, this happens. It’s a decision of design and if the same design philosophy is kept, you’ll always see this.
In some games, you might see a short animation of someone getting into a bed, during which you can’t move. After that, the objects bed and player will be fused, as if they form one object. Maybe the game is better suited for meeting them separate, who knows. Considering the large number of different objects, you might be surprised how it is possible players aren’t clipping through everything.
If it’s to avoid clipping, then something is badly wrong in the older game, where the person walks inside a bunk bed, lies down, then sinks all the way through the bed before rising up to slightly levitate above it!
Although in that case the idea of a margin might make sense, since at the end they’re only barely above the bed. In the new game they’re in the right place at first, and then rise up like a foot and a half above the bed once the player approaches them…
Falling through a bed like in the article and then floating up and down like that just shows that the player and the bed are two separate entities. If the person is a human player, this could mean the coordinates of the player and the bed were the same at some point and then it’ll move the player to noclip it. It doesn’t show up like that for the player but only for others.
If the person is an AI, then it would first of all not make sense not to fuse them and second, it’s highly likely either the bed or the character model has a boundary issue. This can cause boundaries to overlap briefly, but then they collide and since the character is a more dynamic model, it will continuously look for the boundaries of itself in relation to the bed.
In any event, these things are just general bugs that can happen in any game. It would seem GSC either doesn’t test these things or they saw it, decided that fixing it would take up too much time and let it be.