Hi @gandhics, thanks for your reply!
Note that I was referring to hidden/internal edges within a polygon. I probably should have made that clearer in the image. It was also an exaggerated example to show clearly what's happening. I've added a second, more subtle example that's more likely to occur in an everyday workflow on the right based on the problem that happened to me at the start of the thread.
While there are simple workarounds, like connecting the edges by hand, they aren't always practical depending on the situation, starting objects and desired degree of automation. Basically, the modifier shouldn't touch edges it doesn't cross, hidden or not.
As for the proximity weld (see the geosphere in the example images), the old Symmetry modifier had a true proximity weld around the seam, which potentially might lead to bad geometry in some cases, but mostly does a good automated job of cleaning up the geometry around the symmetry plane (while leaving vertices further away untouched).
In the new one, I can crank the distance as high as I want and only what Max identifies as vertex pairs are welded (or so it seems). Like said, passing the vertex/edge selection of the slice further up the stack might be an alternate solution to that.
Top image is 2022, lower one 2019 (modifiers applied anew) I attached the files, too. My extreme case (upper left) fails in 2019 as well (hadn't checked that before) but the blue shape works in 2019 while 2022 complete changes the internal/hidden edges in that case, too. Haven't looked further into why, might be because the green shape is sliced and the blue is just the half. Ideally, both would not touch any edges the slice doesn't cross.
As for the geosphere, 2019 does a true proximity weld around the seam while 2022 doesn't.

