Well... the only fix which makes sense here is to suppress the very next 4px movement after they've been turned by a Blocker. This will guarantee that there will be solid terrain at their (X -/+ 4) position once frame 6 or 30 is reached. Any other fixes involving checking ahead for terrain or checking for moved-through terrain interact poorly with normal Miner physics.
The only issue is that the animation then doesn't look quite right (and, this fix will also most likely break any replays involving turning a Miner with a Blocker).
Another possible fix would be to immediately reset to frame 0 after being turned by a Blocker. This would also break replays, but would perhaps look a bit better.
NOTE: It seems worth mentioning that this bug is also present in SuperLemmini. So, it's not being caused by any changes to Miner physics made in RetroLemmini.
The only issue is that the animation then doesn't look quite right (and, this fix will also most likely break any replays involving turning a Miner with a Blocker).
Another possible fix would be to immediately reset to frame 0 after being turned by a Blocker. This would also break replays, but would perhaps look a bit better.
NOTE: It seems worth mentioning that this bug is also present in SuperLemmini. So, it's not being caused by any changes to Miner physics made in RetroLemmini.