Thanks bro! Can you make a video and a thread showing the examples I provided as well? I would appreciate that.
I still can't explain why this happens though. Scorpion, Kitana, and Kano can all use this tech. At first I thought it was the infamous female hitboxes, but obviously it's something different.
There are a lot of technical issues that I will omit here, but you can learn more about collision detection systems in video games through Internet searches.
MKX hitboxes/hurtboxes are not the same as the traditional hitbox you probably visualize. MKX hitboxes are 3D and mapped to character models in a particular way that gives character interactions a 3D feel as well.
Sometimes, certain animations will change a character model's onscreen state such that an active attack will whiff when it looks like it shouldn't. Sometimes this is intentional and NRS have modified the character model state or the hitbox of the attack so that it won't collide with a hitbox. And sometimes the fact that no collision is detected just flies under the radar, until someone finds it, just like now.
TL;DR - 3D hitboxes are cool but much more difficult to iron out all bugs for. This is likely not intentional, but is due to the state of the 3D hitbox during the dash animation.