Hm, what Nilaus describes in his video is not nearly a bug.

He is just ignoring, that any transport system similar to the trains in Factorio can deadlock at any time, if you add too much trains. If he reduces his setups just by one train, the systems keeps working, but because in Nilaus games everything must be nice and perfect he insists on doing it wrong.
It has nothing to do with the train limits, it's kind of a basic physical principle that if you push N trains in a system of N stations limited by 1 train, that this will lead to problems. Or to describe it with other words: If you have a circular system in only one direction, containing two buffers (=train stops) with a limit of one entity inside, you cannot add more than 1 entity into that system without danger of getting deadlocks.
Sometimes the perfect solution is not looking nice. In my practical work, the not so nice looking solutions have been often proved to be working much more reliable. It's just a human thinking pattern, that good solutions need to look nice. But as said, that's just a Nilaus-thing.

[I really apreciate his videos, it's no wonder that he has some success with them, but I never would build my factories similar to his]
And the only thing that helps is make more buffer or less trains. In this case buffer depots are in my eyes the way to go. Well he has some good point with depots all around the place, which are time-consuming. But for that I can recommend Klonans mod
https://mods.factorio.com/mod/Train_Control_Signals
"If a Depot signal is found in the station name, the train will skip over the station if its next destination is open and has enough space."
I mention this, because this idea of jumping over stations leads us straight into
some suggestions already made:
viewtopic.php?f=6&t=49214 Train Entry-Condition
viewtopic.php?f=6&t=64362 Dynamic train schedule
viewtopic.php?f=6&t=53792 train-stop id and train targets a train-stop by id
viewtopic.php?f=6&t=58057 Trains ignore stop if wait condition already met
viewtopic.php?f=6&t=59378 Train-side stop disabling and a toggle for station skipping
viewtopic.php?f=6&t=58646 Jump on train automation
viewtopic.php?f=6&t=25944 Train station skipping conditions
viewtopic.php?f=6&t=100426 Train Target by Order of Schedule (was: Dynamic train schedule)
viewtopic.php?f=6&t=89618 Trains need to skip unload stations when empty
viewtopic.php?f=6&t=83636 Do not stop the train at the station, if the conditions are already met
viewtopic.php?f=6&t=63837 Selective Station Enabling
viewtopic.php?f=6&t=50128 New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
viewtopic.php?f=6&t=49444 Add "Next Station Enabled" to train wait conditions
viewtopic.php?f=6&t=53792 train-stop id and train targets a train-stop by id
viewtopic.php?f=6&t=59378 Train-side stop disabling and a toggle for station skipping.
viewtopic.php?f=6&t=51008 Train stops and schedule improvements
Far related:
viewtopic.php?f=6&t=70935 Improved Access to Train ID
viewtopic.php?f=6&t=71817 Add extra reservation factor to locomotives
Counter suggestion:
viewtopic.php?f=6&t=90505 is [Train] New wait condition to compliment v1.1 — condition to not skip stations
So there is a
very deep evidence that
many players see the need to control the order of schedule. In my eyes that is also the right way to go, because there is really nothing wrong with the current implementation of the train limits. It works perfect, it's just so, that humans cannot understand the difference between space and buffer, because in real physical world there is no difference between both (why does the train not just drive out of the station, there is enough space?), but which is the basic underlaying principles of Factorio it is.