Why are there thick edges in Voronoi 3D/4D? I was playing with Voronoi and discovered that if I use 3D/4D, some of the edges are thicker than others. In my opinion, it looks unnatural and neither colorramp nor greater/less than can solve this problem. There's no such problem with 2D Voronoi but it also doesn't have W input so I can't properly animate the texture. And as you can see on the 1st screenshot even if I'm using a plane with Z coordinate equals to 0 or UV coordinates (I believe both give me 2D) this problem is still actual.
Could someone explain why does this happen and how do I get rid of these?
With a 3D or 4D texture you are mapping a cross-section of a pattern that occurs throughout 3D space to the surface of your object.

So sometimes you're cutting through an area that is centered above or below your cross-sectional plane and it creates a different gradient.