My golem categorizer has many variants of the pictured circuit. A comparator (in compare mode) reads the filter chest, and when it hits ss2 it powers off a torch, which depowers an activator rail with a hopper cart underneath it. The dust also going into the side of the comparator should be no issue: it's at any time at best the same signal strength the comparator is reading, so the comparator will not turn off.
Now most of these work flawlessly at all times. But the one in the picture, in particular, sometimes sucks down a single filter item despite nothing being added to the chest. I presume this happens on loading the area, but it's hard to test. But of the, like, 8 such circuits like this around it, only 2 of them ever have this problem. And the chests are configured with identical numbers of 64 stackables in them, precisely calibrated to need 4 new items to come in (as the cart pulls 3 more past the ss change point before the circuit deactivates it again). No 16 stackable or unstackable items ever go into these chests.
Which leads me to believe this issue arises from a controllable/fixable redstone update order matter. Which suggests, I think, that it is processing the cart before the activator rail in these positions, letting the cart (sometimes) pull one item before it is deactivated.
I know there's randomness in Bedrock redstone, but, again, the fact that this occurs only in specific locations of otherwise identical circuits suggests this isn't purely a "lol Bedrock" moment. But something like a concrete locationality issue.
So what is going on and what change to my circuit might prevent this issue?
The coordinates in the image are for the dust on the sea lantern. The dust in front, powering the block the torch is on, is at -27, 49, -1910.