I'm glad you raised all of these excellent points, so in order I'll give an excuse for why they are design decisions.
The sticking to platforms is because of how they are set up, they have one-way collision from the top only, when you clip through them you touch them momentarily from the top. Also it adds challenge.
The red cacti are bugged, sometimes it tries to normalize a movement vector with a length of 0, and they yeet to NaN coordinates. This I could fix, but I thought it was funny.
The anchor is a downgrade at first, if you buy it first it's a trap, which is why it's cheaper than the items that mitigate it's downsides. The anchor lets you go faster, which is useful if you want to reach the boss.
The wall jump thing, pomao has positional based controls, but the jumps grant momentum, so when he wall jumps he can push against the x-dimensional momentum, but it still exists until it fades, this is to prevent climbing out without enough upgrades.
The weapon switching was because a level 9 weapon will deplete your ammo so fast, that sometimes I've wanted to drop levels, and the mods are so frequent it's not a huge problem.
Thank you for playing!