I submit that there are at least two forms of baduk without anomalies. Both are forms of territory baduk.
The first is the Misere Capture Game. The first player who captures a stone or stones loses.

Suicide is not allowed. (We could allow suicide to win, but that's a different game.) A player whose turn it is but who cannot make a legal play also loses. Obviously, this is a form of No Pass Baduk. As with all known forms of no pass baduk, it has a form of territory. Actually, it has two forms of territory. One is a single point eye such that filling it is not suicide. The other is a point that connects a string in atari to another string, such that the connection is not suicide. This second form of territory is nothing like territory in regular go, but deserves the name. Why? Because it belongs to one player and not the other. One player can play there, the other cannot. Also, this game has a group tax. Consider a group with two one point eyes. It does not have two points of territory, because the player can fill only one eye, filling the second would be suicide. In this case the group tax is only one point. There are also sekis, positions with one point such that neither player can play there because doing so would capture the other player's string or be suicide. Sekis in this game have one dame instead of two.
OC, a regular baduk player may consider the forms of territory in this game, the form of seki, and the group tax to be anomalous. To which the answer is that they are characteristics of Misere No Pass Baduk without Suicide, not anomalies. This is the attitude of John Tromp about Tromp-Taylor rules and Shusai and Go Seigen about "unfinished" kos at the end of play. The rules lead to such positions, what is your problem?
The No Pass Capture Game is more familiar. The first person to capture a stone or stones wins. Territory in the capture game is familiar, but it has a two point group tax. Life is unfamiliar. Any eye with at least two points is alive, but if there is one or more opposing stones inside, it may be seki. Again, such features may be regarded as anomalous, but the answer is that they are part of the game.
AFAIK, anomalies in baduk involve at least one of the following: life and death, seki, ko (including superko), suicide, passes, territory, or scoring. That's a lot of ground to cover, and opinions differ. It seems impossible to please everybody. At the same time, I do not agree with John Tromp's attitude. Just saying, these are the rules, like it or not, is not enough, IMO. I think that Ing was on the right track. Derive the rules from principles, then if you agree with the principles, accept the rules and their results. The trouble with Ing rules is that when they produced results that seemed anomalous to Ing, he changed the rules and, IMO, was not able to square the new rules with his principles. There was a principle that was not available to Ing, that of evaluation. Evaluation is a general enough principle to include all of the above except suicide. It was only in 1998, with my paper on the evaluation of multiple kos and superkos, that the evaluation principle was strong enough and general enough to use as a basis for the rules of baduk.
