The second “glitch” is intentional. Later parts of the game rely on that. However, the speed of some doors is meant to discourage that, but it is still a method to an end.
The fourth level relies a lot on the player’s desire to explore the mechanics and think outside the box, so I can see how that one may be a problem. It’s not something I directly explain, which can pose a problem.
As for glitching out of the level, I never experienced that bug while playtesting. I’m not sure how you did that either. Sorry for causing that. It’s a good thing I put those death barriers just in case, then.
Thank you for your feedback!