edit: thought it might be worth asking, could you show some pictures of the BB editor?
A collection of a few bugs I have found with explanations:
Ryze ult has a bug where minion positions get shuffled around, which has some interesting results. Champions work perfectly fine, but the minion closest to the center goes to the last champion's location. The second minion goes to the first minion's intended position, the third minion to the second's, and so on. When there are no champions in the portal, the first minion ends up playing the teleport animation but not moving at all since its normal behavior is to go to a champion's location but it fails to do anything when there is no champion at all. It seems that positions are being stored before they are calculated rather than after. Here is a video, the first ult shows the minion positions being shuffled even with a champion present (one ranged minion goes to my location, another ranged minion goes to a melee minion's location, and a melee minion goes to a different ranged minion's location), while the second ult shows without a champion present (closest minion is left behind because it looks for the last champion's location but fails to find one). This also happened at World's the other day, here is a clip.
Twisted Fate ult pops projectiles even if the channel gets canceled. This has existed since at least season 2, likely longer. Here is a video.
Brand ult has a bug where the current bounce target is hit, immediately decides on the next bounce target, but then that next target dies during the delay before the next bounce is fired. This kills the ult entirely. It needs to instead look for a target when the delay ends rather than when it starts. Here is a video, first ult is normal to show that it is in range, second ult is bugged due to the timing of the death.
When a character exits and reenters vision, their selection hitbox will briefly linger at their last seen location. This persists until the cursor is moved out of the lingering hitbox. Here is a video.
Taric dying during his ult's 0.25-second cast time puts it on a cooldown that scales with his W rank instead of his ult rank. Here is a video, first ult is normal rank 1 ult cooldown, then the first death uses rank 3 ult instead due to having a rank 3 W, and the second death uses a rank 5 ult cooldown due to having a rank 5 W.
Sivir ult's haste value is bugged. You are supposed to get the empowered haste for the remaining amount of time that Sivir has it. However, if you receive the buff after the empowered haste has ran on Sivir, you get the full duration of the empowered haste instead of getting none. At max rank, with 8 second total duration and 4 seconds empowered, if you receive the buff at 3.5 seconds elapsed then you only get 0.5 seconds of empowered haste, but if you receive it at 4.5 seconds elapsed then you get 3.5 seconds of empowered haste. It seems that the empowered duration is defaulting to the max value and then being assigned the correct value if Sivir is still empowered but then not being dropped to zero if Sivir's duration has already expired.
Black Cleaver is bugged with Runaan's, Guinsoo's, and Recurve Bow, causing basic attacks to grant 2 stacks of Black Cleaver instead of just 1. It appears that the physical on-hit damage for Runaan's and Guinsoo's still exists but is just set to zero now. On top of that, the damage for these effects seems to be flagged differently than normal on-hits since those don't double-stack Black Cleaver, which seems to check for different flags. Black Cleaver just exposes both issues.
Practice Tool's cheat for Revive stopped working in 9.19 and still doesn't work in 9.20, may be due to the other changes to Practice Tool cheats on PBE. Pressing the button just shows the floating text but does nothing else, making you use the fast forward button to skip the death timer.
Zac and Anivia passive started proccing on fountain deaths at some random point, they used to instead just die without trying to revive and to my knowledge no other revives were changed to do this. It seems that they were changed from being "on damage, prevent the damage and revive" to "on death, prevent the death". It had previously been explicitly stated to be intentional for fountain turret to not trigger revives, and it was never stated that this would be changed, so this is a bug.
Flashing away from basic attacks used to not cancel them, but at some point it started canceling them. This has never been explicitly stated to be intended or not. Which is it, and what are the rules? The general idea seems to be making enough distance between yourselves rather than specifically flashing, but what is this distance value?
Some basic attacks are uncancelable so that the user cannot interrupt them, however this has the side effect of making them go through untargetable and fog of war, which does not make sense. Furthermore, some of them will cancel with enough distance while others will hit you across the map. A common example is Blitz E knocking Fizz out of his E.
Some untargetable effects do only a single pop at the start of the untargetability instead of a continuous pop. This feels buggy vs uncancelable attacks, and creates situations like Zed being hit by turret shots while in his ult, since the turret starts its windup before the ult starts but finishes the windup after the untargetable and projectile pop have gone off, which allows the projectile to still be fired to Zed since the turret attack is uncancelable.