No, but it was designed to prove that these random events do happen, which is why when players say, "it doesn't jump when I press the jump button," and the like, they're not lying or delusional. this reminds me of the Uncharted 2 aiming issues. People were reporting missing when they should hit, which the ND tester flatly denied existing. I wasn't able to find some of the situations that seemed to be broken, what I did show there was at least one case where the gun missed completely, showing that people claiming they were missing when they should be hitting isn't all hot air from bad gamers who don't know how to play computer games. I've played quite a lot of computer games in my time across all genres, including a lot of platformers, and so I trust my judgement to know when controls are dodgy and when it's my ability to play, and LBP's controls are dodgy.
My level highlights this for people who never felt that playing the game proper. A slight geometry quirk here (lots of user created levels have rogue vertices where they've carved geometry) or wobbly physics response here can throw out the jumping, and you can't really design around these. Like disappearing geometry, where I created and tested a zillion times geometry for a rock-fall, only for players to report the level broke when they played it and geometry was getting destroyed. This is very much an issue with all that flexibility, and there'll always be quirks. But the point about the physics is valid as that's something that can be addressed, I suppose in the same way they've created an indestructible material to avoid objects getting unwantedly destroyed. And it may have been addressed by a tweak to the underlying phsyics engine which won't surface as a feature.
You just keep republishing to keep it on the front page until enough people ahve played it that other players would see it and think, "oh, lots of people ahve played that level, I'll give it a go." Again, they go with the popular levels that other people are experiencing.