The moveable block cannot be moved
Type $3E, the block type the game builds as moveable (moveable_block), is pushable in its flags like the table and the chest: when the player walks into it, the collision code (adj_dX_for_obj_intersect) copies his velocity into the block's. But the block's handler, upd_62, clears that velocity before it moves -- and the player is object 0, so his push always comes earlier in the same frame. The push is cancelled every time, and the block can only ever fall. The table's handler does the same two things the other way round: it moves by its velocity, then clears it (upd_84), so a table steps along once for every frame it is pushed. The chest's keeps its velocity, and slides on. Watched in the emulator: a table placed in the player's path in room $8E was pushed 28 units in 20 frames; the same table with its type changed to $3E did not move at all, and the player stopped against it. See the pokes for a block that moves.
Ten lives would print as a letter
The lives at $5BBA are counted in binary -- lose_life takes one with DEC, and the extra-life charm (upd_103) adds one with INC -- but print_lives prints the byte as two BCD digits through print_BCD_number. Ten lives would come out as 0 and the font's character 10, which is the letter A. It cannot happen in a normal game: the first life is taken as play starts, leaving four, and there are only four extra-life charms in the castle (see special_objs_tbl), so eight is the most there can ever be. With the infinite lives poke it cannot happen either, since the count never goes up from the start.
The depth sort's chain has no length check
When calc_display_order_and_render finds that an object must be drawn before the one it is considering, it switches to it, and records the one it left in candidate_chain so that it can tell when the order has gone round in a circle. That list has room for seven entries, and nothing checks how many it holds: an eighth switch in one search would write its end marker over the first byte of check_user_input, the routine that reads the controls. No room is known to need eight: it would take eight objects each overlapping and in front of the last. So it is a fault the castle's rooms never bring out, as far as has been looked.