My point is that roughly speaking this problem should have a rating about 350 points higher than its average users on tactics trainer, on the Elo scale. In order for that to be so, something would need to be stopping it being presented it to users in the appropriate rating range to get a normal success rate. Otherwise, its rating is just wrong in any reasonable sense.
Rating problems is not trivial, because there is an element of time as well as the results (and there is the question of whether partial success counts for anything), but none of these issues explains this sort of discrepancy, IMO.
The ideal would be something like all problems being presented to users in a range that causes it to have a normal success rate. This is compatible with players who take their time achieving a higher success rate and those who move quickly getting a lower success rate, as well as with offering problems in a wide range of difficulty to each user.
Just noticed a 1200-rated puzzle in Puzzle Rush that has a remarkable 7.2% success rate! How does the system work that allocates ratings to puzzles and delivers puzzles to users in a way that results in such a surprisingly one-sided stat?
Here it is:
https://www.chess.com/tactics/668520