To bring it back to the intended discussion...
Yes, as of right now, there are a lot of spells that do not function as intended due to the way they interact with the game engine and the environment. In fact, the game often provides information in relation to these situations that then turns out to be abjectly false, due to such interactions.
These are bugs. These are unintended consequences of a system that was built to do something else, and is now being asked to do something it's not really well suited for. They're bugs that have been reported by others, but which you should always take the time to report, with your save file or screenshot, whenever you encounter them and can spare the time and energy to do so.
As bugs, however, they aren't really a valid part of this conversation, related to how much information should be supplied where, about what works in which ways. They should never be a consideration of any sort when discussing this.
I'd personally like it if we had a glossary we could check somewhere, maybe within the tutorial section, that would explain the terms used in the language of the game - spells often mention a 'creature', for example, so a glossary entry that explains that in game terms, everything that acts is a 'creature', even if it is an undead or a construct, etc., Similarly, it would hold one description for what 'an attack' is, and what is meant by 'making an attack', and outside of that one entry in a glossary, all of the spell and ability tool-tips could simply use the normal 5e language without having to worry about whether it's clear enough.