I believe the T-intersections were originally designed to deal with the Trainz default method of cars always taking a left at junctions, which isn't as common and looked odd for US and other roads where the cars drive on the right of the road. In order to attempt to get cars to make a right turn at the intersection the original creators of the Yarnish Ts (and some other Ts) drew in an extra spline point on the invisible turning spline to fool the system into making a "left" turn and then jumping back to the right (Specifically - cars coming from the side street would turn right onto the main road, but cars coming from the "right" of the side street wouldn't turn left onto the side street). I believe this is what is broken on the T intersections as well as others.
There is also a one-way split adapter (<kuid2:506208:100079:3> YARNish Adaptor L1L2) which also has lost a spline connection I believe due to the same bug - there were two spline points right next to each other on the invisible roads in order to make the split. I'm sure there are others too.
John, I'm sorry but I don't agree that cars should just disappear from intersections, even though there are some cases where it is unavaoidable, I'd like to avoid it wherever possible. I'm of the opinion that if one is using a more detailed road system like YARN(ish(2)) that you're probably near the tracks and want more realism... I do this - depending on the proximity to the tracks my detail is higher. Farther away from the tracks I tend to use more basic roads and sometimes don't even bother with the correct intersections. I understand this is a Train simulator not a Car simulator, but it takes me out of the moment when some things happen that aren't "real" such as cars just randomly disappearing. (Another example of this would be the old Auran crossings where the gates fly down in under a second and are always blinking/dinging.... etc. I can not STAND that)