Almost everyone plays GW games different to how they're intended to be played. Either through poor rule understanding (usually due to poor writing of them) or some form of house ruling to fix obviously broken stuff. There's no way around this problem because GW are so bad at rule writing you will always have conflicts and have to find your own solutions which then snowball into being a totally different experience.
This. And this has been the case for 30+ years.
A memorable example: A spell which, while in play, allowed the spellcaster to nullify one magic item within the spell's range. The wording stated that the spellcaster could change which magic item was nullified "at will", which my group immediately protested against since that makes the spell stupidly overpowered. So we decided that the spellcaster could only change its target once per turn.
Then, a few months later our group competed at a local tournament and we came across another player who employed the spell as written, with disastrous results for his opponents. We pointed out the problem to him, he rejected our arguments. We took it to the refs, who quickly saw the problem and tried to reach an interrim solution. The other player wouldn't have any of it, at one point he was shouting at the refs about he was fully within his rights to play the way he did. It wasn't until he started accusing our group of ruining the game that the refs asked him to leave.
We were not to blame, neither was he, it was only GW's fault. Fortunately the spell was removed from the game in the next edition.