Well, we already know this game is really unstable (blame Floaties). Many different things in Infinity have knockback as this knockback is present in the regular modes which is inherited into Infinity. These includes the collision pushing of bosses as they have a priority of push against player characters. These include the Disco Zombie's spinning attack (as you mentioned), Gargantaur Smash, Zen Sensei's martial arts. I usually get pushed by Gnomus if it is anything (what manners) which being clipped would cause you to fall in a bottomless abyss which eventually softlocks the game.
I recommend staying away from any enemy for as long as possible when playing (naturally, it would improve anyone's performance overall) as this would make clipping a lot less likely to happen.
The Gnome King Gnomus still "destabilizing" is probably trigger once you vanquish him AND he starts the "destabilizing" procedure, causing strange effects. These include "endless destabilizing" which is fixed once the wave (I think) or realm is cleared as well as the game thinking it is "destabilizing" but it is not causing the visual effects to play while the bar remains still such as the usual "chipping off the bar" and the "Rings of Time" being absorbed. Better not get the first problem as it is really painful. This problem is also present in Floaties in a very similar fashion.
The best solution is to stop once you see "destabilizing" on the enemy if it is low on health. This would make it safe to clear it once a small bit of stability is sapped.
Infinity Mode can leave with simple tweaks. If PopCap decides to improve Infinity with more variety (many more vehicles), multiplayer with strangers, more missions, etc... Then Infinity time can be sustained as an active thing. Also, the reward system can be improve by maybe increasing the rewards, make Time Shards a new currency and many other things.
And yes, the game shall potentially be forever imbalanced. We can just track the "OP" characters by popularity right? 😉