Cross-checked in eduke and curiously, I can no longer reproduce it there. I ended E4L9 without the counter glitching again.
I've also checked E2L4 (which never glitched for me), and it seems to be fine there too. I wonder if this was just a lucky occurrence or it got fixed at some point.
Investigated this in Rednukem as well and it seems I've hit a dead end when it comes to the origins of the bug. Rednukem's counter is broken... the current kills seem to glitch periodically...
But the total did not, so I still ended with 220 kills. I'm at a complete loss now. This must have been inherited from somewhere because I've seen it before - and multiple times no less - , but no idea why I can't reproduce it at all anymore. Maybe it only happens under specific conditions that are unknown to me? I don't know what to say anymore.
// JBF 20041129: a slimer eating another enemy really ought
// to decrease the maximum kill count by one.
if (sprite[pData[5]].extra > 0)
g_player[myconnectindex].ps->max_actors_killed--;
which can cause an underflow - and the kill counter is an unsigned 16 bit value.
If it is possible to fix, however, I would suggest that it would make sense for the enemy count to be reduced.
To me the fix is similar in "should it be done" concept to spawned enemies from Pain Elementals and The Icon of Sin, plus resurrected enemies not being added to the enemy count in vanilla Doom (and thereby making >100% kills possible).
^ That actually makes perfect sense from a logical perspective, the problem is that this code is apparently broken by design, so to do that we might as well go back to the drawing board and do it again than fix something that never really worked correctly or without its side-effects.
It should be done if the fix works. If it doesn't work and starts undercounting enemies because it removes too many, it's just as bad - if not worse than just leaving it as-is.
There are lots of oddities with the enemy counter, I've often seen it lower than the actual enemy count. I guess it's because some enemies are dynamically spawned when you move to a sector or when a babe is killed.