In this case it is only the X-axis that is problematic.
Not necessarily, it would depend on how the coordinates system was coded. If it was coded correctly all cases of 'coord getting' would be handled separately - All functions to get the x-axis, then separate functions to get y-axis, and yet another set of functions to get the z-axis... then even more functions to get all 3 at once to pinpoint where an actor was...
If it was coded incorrectly, then skip to the last bit of _a_ function to get x, y, & z axis coords at once... bad way to do it for something as big/complex as Skyrim (or any game like it really)...
So the assertion it being a precision issue could be correct.
However, given it only affects animated actors (NPC/Critters) that walk on the ground, no inanimate items, nor the PC, I personally think it's something in the NPC/Critter hkx files interacting (or rather not interacting) with the navmesh... So maybe when Bethesda fixes the navmesh issue, this one will resolve itself (one hopes... oh does one hope.
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to fix"... and the devs have to keep in mind their jobs... they can't fight/argue/debate/discuss to hard that something _needs_ to be fixed... they have to _justify_ it to the suits... what's the RoI (Return on Investment)... er...
