Before I go on this is what ive learned about this bug:
This issue seems to arrise whenever you overfly a sharp terrain change (no matter how small of a change). for example in the case of SFO u instantly go from flying over a flat water surface to a slightly elevated terrain platform. now the more you elvate your mesh resolution the more gradual that change in surface becomes until the difference in elevation between the 2 surfaces is blurry. Here is a screesnhto of what I mean:
FYI: In these images I have an addon scenery installed but it was raw default scenery during testing.
In this image my mesh res is 2m, as you can see there is a sharp difference between the water and terrain.
As soon as i fly above that edge i will be slammed to the ground.
In this image I augmented my mesh res to 19m (everything under that and its still a relatively sharp edge)
When i overflew this (multiple times, trust me) nothing happend and I landed normally.
It seems to me that somehow these sharp edges are generating an invisble terrain/wall whatever you want to call it, which my plane flys into on approach. and with a low enough mesh res they are no longer generated and everything is fine.
Now in your case with ELLX its a bit different but the same principal, I dont fly often into ELLX so I so far only tested that airport with an addon scenery. And In this addon scenery there is a slight terrain change right before RWY 06 which causes the same effect as in KSFO.
My guess is that you did not experience this because you likely use a different scenery or default scenery that does not have that little grove infront of 06.
Im not sure if you can recognize it in the picture but there is a grove of sorts, and again the second I overfly that im slammed into the ground.
I have to reduce my resh mes until that grove disappears if i want to land normally (i dont consider that a fix)
From what Ive experienced having addon scenery or default scenery has no affect (as long as you make sure that u dont have any conflicting afcads etc) and this seems to be a mistake in how p3d handles its terrain collision.
Again, It would be nice if a p3d staff member could acknowledge my issue.