Its a loading problem, structures and "creature type" entities that can move around in the world are treated differently from each other (this is why beeboxes produce honey as a set rate if your too far from them, they still "exist" but the bees that live in them "don't").
The statues are treated more like creatures than like structures. I don't know all the details of how its works code side but the problem your experiencing is not a bug the way a glitch is a bug, its a consequence of how Klei has decided to handle loading and unloading certain types of things in the game.
Ditto on lureplants, Being treated as a "creature" is actually what makes lure-plants so OVERPOWERED in certain bossfights.
I'm not 100 percent sure a bout the marble trees signs or end tables but end tables and marble trees will change state over time without external input (trees just moving thorough growth cycles, and end tables if they have something in them)
Also most structures that are not walls (as well as creatures) have collision zones that don't mesh as nicely as walls do the problem with any actual structures might have to do with the doubly messy collision boxes of the creatures your trying to contain and the things your containing them with loading in and out and perhaps clipping into one another in the process.