And now for the hotter takes, the initial post doesn't address the core issue that was maps where sometimes monsters are unkillable. Everyone knows if a map has a monster you can't kill in any way you skip it, it's been like that forever.
The best example is sunder map13, it has some pains that I've heard spawn about 50% of the time, they didn't spawn in Arby's max so his 6 hour run got invalided. Is this reasonable? What is the cut? Would the demo be max if the pains only spawned 10% of the time?
If a map has a closet of 1000 monsters but only between 800 and 900 teleport into the map cause the mapper managed to break his closet that badly, what would be the max? Would this just be a lottery of who gets more monsters to teleport in regardless of the quality of the demo? I've only seen a closet this bad in holyhell but closet where anywhere between 0-5 monsters don't teleport in are more common, mayhem18p map17, tat03, tat25 as examples, I've never seen all monsters successfully teleport in the tat maps, while in the mayhem map I had to get multiple exits in a 30 minute demo just cause that closet is an abomination of mapping.
And the last case was monsters that were theorically possible to kill for the player but become unkillable later, such as those that fall into a pit the player can't reach, is sunder05. In su05 the monster only becomes unkillable if it's a cyber. But, even if it's a rev, you can see in my 5:45 run that I had to shoot 30 rockets into a wall until that rev died which is similar to killing the vile in pl27 that was decided long ago you don't need to kill.
It's these 2 cases, together with iOS chaos maps, that really need to be talked about. The other cases mentioned in the thread are mostly settled, and some of them were never even a point of debate.