Upon further testing i've deduced that this works with the following actives: Fleet Foot, Restorative Locket, Fury Trance, Vampiric Burst, Collosus, and Unstoppable. I have trouble believing this was intentional as the mods that allow it have very little synergy with melee centered heroes, aside...
When doing a heavy melee, the fleet foot active cancels the animation outright, this bug is commonly exploited. It seems like any ability or item that can be casted during the melee animation of any hero, cancels melee's as seen here with Mo & Krill.
When in proximity to shop in sandbox for a long period of time without directly looking at it, the emission effect seems to stack or glow brighter, causing some performance issues along with eye irritation.
When you ult as a hero in sandbox, the hero tool "No Cooldown" typically refunds the cooldown of the ultimate ability if enabled when the ult is on its cooldown, this is untrue only for infernus it seems but there may be other heroes with this bug. This may have to do with the fact that he is...
When using Mo & Krill's first ability mid melee, it seems to briefly obscure the glowing melee indication and pause the animation for a maybe a few milliseconds, dunno if its an intentional feature. for the light melee it seems to partially cancel the end of the whole action.
Although the camera lagging behind was also odd, this roll jitter is still persistent, happening in many games. it is a genuinely limiting bug, and should be fixed asap <3