Vel'koz W, Braum R, and Rumble R are all coded wrong.
I was playing Yasuo the other day after a few Vel'koz games, and it got me thinking about the fact Yasuo's wind wall can block Vel'koz's W, Braum's R, and Rumble's R.
See, the old argument people have used for why that shouldn't be the case is that they're visually fissures in the ground, not "projectiles." But that doesn't hold up since in the coding a "projectile" is any ability that starts at one point and travels before ending at another. But since that is how a projectile is defined, the fissure abilities are definitely coded wrong. Because that isn't what they are.
They're actually expanding hit-boxes. They don't begin at one point, travel, and stop at another. They begin at one point, continue to effect that point, and expand until reaching another specified point. They do not travel. They do not fit the functional definition of a projectile.
What this means is that they're improperly coded. They're treated as projectiles that leave a path behind them when they should actually be hit-boxes that expand in a direction, which wouldn't have them being incorrectly blocked by Yasuo's wall. It would fix the thematic disparity between the abilities' visuals and their actual interaction with projectile-stopping walls.
Edit: It occurred to me that the likely cause of this problem is the fact they only had Nocturne's Q as a precedent for how such abilities could be coded. His does the same thing mechanically, but has a visual that actually works with it. They didn't have any expanding hitboxes until Anivia's R was given the mechanic, long after all three of those champions and Yasuo were made. But that means they do in fact know how to do that now, and can fix the issue.