Just because they can have similar effects doesn't mean they can't be classified as different glitches based on how they are performed. The "two load zones at once" explanation explains both wrong warp and void warp perfectly, including the odd effects they can have.
My point is that we're trying to classify two distinctly different tricks as being the same on the basis that nobody wants to do void warp in runs.
The "two load zones at once" is not a core part of what makes wrong warping work, and thus isn't useful for explaining what we want banned from the no wrong warp category. For example, if you could manipulate the next cutscene value in an RBA way, you would bypass the need to trigger this "two loading zones at once".