All the colliders that give me this issue are static, so that should not be the case. The Zpos is fixed to 0, so it shouldn't be the slipping either. I'll take a look on the scales, maybe I'm messing things up.
UPDATE: Well, I've double-checked and every collider that fails this way has its transform scale set to 1,1,1, and so is their sprite scale. Maybe it has to do with the collection? We use an Explicit Ortho Size of 1 (we started developing the game with your previous versions of 2DT, so when you changed the default ortho size to 10 it broke our scales, and that's why we must use 1 as the default size for our sprite collections). Could this be what's causing all the trouble?