I suspect a lot of wacky plays are only wacky due to the game providing a visualisation.
Bit example of what I mean is the Championship Manager / Football Manager games by Sports Interactive, dealing with (real) football.
The game was heavily stat based in early iterations - there was no game display.
Around CM3, you got a display of the game rather than just text notifications of events. That then "exposed" the underlying sim due to wierdness that was observed.
The whole point was the game engine would produce a serious of events; the problem any game has is connecting those dots visually. In (real) football there's obvious the problem the display has to render a whole series of filler actions on screen to waste time till key events occur.
I'm wondering if it's something similar here. Game sim engine generates actions constituting a play, the display then generates some filler events to try to reflect the play. Route running would be fairly standard, other things not so. Maybe at times some things look wacky as they are down to the way plays are displayed rather than the underlying sim? Could have a lengthy run seemingly through 22 tackles whereas the reality was the sim generated a lengthy run, display happened to have defenders more or less in the way?
Or maybe I'm talking rubbish.