In many cases this is clearly non-deliberate. Players don't know about a game subject, they only know they were told never to discuss it, and that's what they end up telling newer players and the cycle perpetuates. In some cases where this began (with players who did know the subject) I am also sure these taboos were intended to create mystery, a sense of danger, and exclusivity about the access to knowledge and of the existence of certain factions and entities. And mystery is great! New players should feel a thrill of discovery when piecing together something cool about the game world, especially when it has ramifications for their archetype. I just think players need to be a little more cognizant of how they spread taboos and whether they understand what they might be warning against, asking themselves: Do I even know why this taboo exists and whether I should perpetuate it, and if so, am I leaving room to inspire curiosity and discovery of mystery for who I am telling or am I closing a door for them by warning them too severely?
Sindome already has a huge problem with the cultural memory being so limited, with memory of characters and events and factions and history vanishing into the ether after barely any time at all, so I think it sometimes worth players asking themselves if they're blocking curious storytelling or enabling it to happen, and making an effort to sprinkle hooks of potential discovery in with their cautions: Leaving metaphorical doors to open, rather than walls that send players looking elsewhere or never looking at all.