Back when FinalFighter came up with the trick (which is, let's admit, revolutionary), no one was sure it's even supposed to work. He made a ROM hack what recreates the conditions that need to be met, and it was verified on a powerpak. Debugging it was tricky, but in the end it was concluded that it's possible to make it work. But no one suspected that the very concept won't work on console. I don't think that's what you're saying tho. If the conditions are different, improving them and improving the run might fix the verification. If conditions used in that run are outright impossible, then it's pretty sad.
Start from this post:
http://tasvideos.org/forum/viewtopic.php?p=223361#223361
Another point. Inaccuracy itself doesn't spoil the joy of tasing. We want to optimize games, we do it. If they are inaccurately ran, well, we optimize romhacks, fine. But accuracy is still required by movie rules for a reason. Possibility of console verification was still a basis since the beginning.
So while TASing on accurate emulators doesn't kill the joy from tasing, using inaccurate emulators for that might kill the joy of some people involved, since there's quite a lot of spheres that overlap here: TASing, video encoding, emulator coding, software tool development, hardware tool development, even presence at events like GDQ. The more spheres are involved, the more importance accuracy gets.
I want to say that even before the first SMW game end glitch was verified, seeing that was my dream. And an even crasier dream was showing that on console before thousands of people at AGDQ. It happened! It became the highlight of the event for years! Standing ovations after Pokemon Plays Twitch, man, isn't that one of the nicest things TASing ever caused? Well, after dethroning Todd Rogers of course.