Notably they push enemies on top of walls in dungeons, but I doubt if there's anywhere they won't push enemies. Strangely, bombs still worked on the Darknut on the wall even when I was facing it too. I don't know if one trap has the potential to do this; the room in question had a ton of traps going different directions.

This happens because when an enemy collides with a constantly moving trap, both their directions are reversed. Normally, this isn't a problem. However, if an enemy has just turned away from a solid wall and collides with a trap, he is forced to turn around. And since the check for solid walls is already past, he keeps walking until the check happens again (when he arrives on a new tile).
So, for now, I'll make it so that only traps reverse course when they collide with something. We'll see if this causes any bugs.
well, would make more sense to just have traps ignore that an enemy is there and just pass right through them! XD This is especially true if it comes in contact with a flying enemy (such as Keese) where the trap would normally pass under them ANYWAY, but don't.
maybe reduce the cool down time for this wall check? thus fixing it all together o_O?
I can confirm this is quite dead. My most determined efforts to get continuous traps to push stuff to bad places ended in failure.