It is called claustrophobic exploit. When B has a roof lower than two levels, he will move until he finds an open area. Check the forum, many level creators have commented about this and other exploits. Spoiler: How to stop B Tapping in any wrong place (you see a red cross).
It's a good submission and illustration to others of the Low Ceiling (AKA Claustrophobia) effect. What I liked about it was the use of colours and additional art such as the R bots. The gameplay also featured the autopilot effect of B continuing his running around the floor even after he is lowered. Thanks for the submission.
P.S. The Low Ceiling (AKA Claustrophobia) effect is discussed in the Introduction_to_Mekorama.pdf document found here and demonstrated in a tutorial by @trids here. You can also find more forum entries discussing it by searching on either "low ceiling" or "claustrophobia." Spoiler: Document entry “Low Ceiling” (AKA “Claustrophobia”) If B is asked to go to a spot that has a block immediately above, B will go to that spot and then keep going until he reaches a spot without a low ceiling (with a few exceptions). It may seem that his route is calculated in that order, but in fact it is calculated when the spot is tapped. If there is no exit at that moment, B will simply go to the spot tapped. If there is an exit, his route will be planned for him all the way to that spot beyond the low ceiling. If an R bot happens into his path, B will stop when encountering him. Other exceptions to this feature are explained in the “Advanced Level Design” document. This effect can first be seen in original level #2, “Run Of The Mill.” Your level here actually presents one of the exceptions not seen in the original Mekorama levels: That is when there is no single path for B, or in other words, when an exit is not clear. Thus, since there always seems to be an available spot for B to go towards after stepping on one with a low ceiling, he will go to it, but it also has a low ceiling, so the routine keeps going.