Lol! Sorry but the ridiculously small margin of error for crushers considering how scarce they are vs. the practical use for learning how to sort them in the midst of the breakneck pace of combat (or in my case, PREDICT them altogether) is completely bogus. You're just wasting the player's time by killing them because a stray pixel nudged one the wrong way. And with how weird and imprecise movement in this game can be sometimes, you'll find it's not a good idea.
And also, if you wanted to hint at the correct solution to a particular trap via signposting and force players to follow a visual cue, perhaps don't kill them out of pure spite? Because otherwise they could just as simply make their way back, quicksave on that particular spot, then do trial-and-error until they get the right answer to the puzzle and memorize it, effectively trivializing it for any future playthroughs. And where would the 'challenge' reside then?
Punishing the player with such severity on moments that were once perfectly survivable makes no sense, doesn't teach them anything, and only serves to add pointless frustration to an otherwise perfectly enjoyable experience. I'm not here to tell you how you oughta do your job. What I am saying is forcing the player to endure completely arbitrary BS in a game that's already filled to the brim with traps of a similar caliber ain't it. Especially when it's inconsistent like this and only SOME of them function exactly as they did in the original game, and some others just kill you on the spot.