When you warp with a general displacement, you are warping on X Y and Z with the same ferocity. Warping Voronoi or even other shaders on Y too extremely will cause that weird warping effect, as you're throwing the Y point up and down, and it may not align with the X and Z points.
No variationns I think really help with the 3D aspect of warping, additionally, other noise flavors besides perlin have pinches/seams in their noise which can effect warping; again, sending Y (or X/Z) out of alignment in relation to other directions. Even with warping on just X and Z (because out amplitude of this noise map as displacement will be our Y basically) you can create "lines" because you warp too far one direction, so the noise stretches.
Additionally, parts of the displacement not warping are likely cause by little/no displacement in the area of the map displacing that specific part of your voronoi or other displacement. You could probably solve this by using the noise as a mask for those little/no disp areas and multiplying the noise map/displacement. Or just using that mask to add another PF with disp in that area.
But in that topic you linked, you can get something similar in TG for sure, see example.