There is a very, very, very large difference between compatibility as used by ZDoom and compatibility as used by the rest of the Doom community.
ZDoom
works (when it doesn't, it's a bug). Even if the level is broken, it's supposed to work anyway; provided it has some legitimate reason to be working (e.g., it worked by chance in some version of Doom which had a bug which made it so that a problem in the level was ignored or whatever). The approach is to make sure levels will look correct and be completable.
A perfect illustration of this is
this recent bug report. Instead of adding a compatibility option to make the level behave as expected, Randy merely
disabled the lines, because there is another way to go back so it's not game-breaking if these teleports don't work anymore.
No matter how "Doom Strict" you go, there will be plenty of stuff like this; where ZDoom will stubbornly not behave exactly like Doom did. It'll be compatible, you'll be able to play the levels, but it will not be a 100% identical copy that could play back demos without desynch.
This is what ZDoom means by compatibility. You can still play levels correctly.
Now what Doom community people mean by compatibility is "I want it to behave exactly like Doom (except for feature X, Y, or Z), including bugs and glitches and whatever." This is not compatibility; emulation or faithfulness would be better terms. Anyway, if this is what you want, then ZDOOM IS NOT THE PORT FOR YOU. Is that clear?
You cannot play a map in ZDoom "Doom Strict" mode as a way to find if there are bugs when played in vanilla; you cannot play a map in "Boom Strict" mode as a way to find if there are bugs when played in Boom. Strict compatibility is not perfect adherence to specifications. If you run ZDoom in Doom Strict mode and think that makes of you a Doom purist, then you are in denial. Go play Chocolate Doom, or if you want features X, Y and Z, go play PrBoom+ and Eternity.