I was just checking out the "invisibility" wiki page after all the discussion. It just seems like a random set of abilities can be dodged with invisibility, and the others can't. Even similarly functioning bounces/abilities have no bearing on which way an ability goes.
Mystic snake can't be dodged, but paralyzing cask can be. Unstable concoction can't be dodged, but storm hammer can be. Concussive shot can't be dodged, but Heat-seeking missile can be.
I'd be hard pressed to find another mechanic more inconsistent. Damnit Icefrog!
As a general rule, in W3C hardcoded misile stuns could be dodged by blink, invi (including mirana's leap, that makes her invi for 0.01 sec) phaseshift and not so recently Orb thing from puck (i think it too makes him invi for 0.01), while coded spells with coded missiles are not.
Example: Venge stun was harcoded into the Wc3 engine. So you could dodge it. New AOE stun from Sven (old one was like Venge) is coded and it was done so it will follow you even if you use a dodging skill (invi, blink, phase shift). The stun will not hit if invi iirc.
Unstable was also coded after the change.Heatseeking missile is another hardcoded spell from w3c
Edit: I tried to code a spell once so it could be dodged like a regular harcoded spell. It was so hard that I surrended :lol. Problem for me was getting the triggers to read for the cast of the spell and account for the chance that the enemy was also under detection like gem, tower vision, wards or dust and that. Big problem was the invi dodges. If you are invi but under detection when Venge throws the stun, and suddenly you get out of detection for a while, you will dodge it.