I've noticed this, and I'm not sure what causes it.
Or, rather, I know why nothing happens when you click the unhighlit
Wasteland, and why that worked in previous versions, and even what broke it: a fix to a more severe bug, which let lands tap for mana even if our response to EVENT_CAN_ACTIVATE says it isn't activateable, and which caused multi-mana lands to tap for one mana instead. (eea7596 is the relevant commit.) What I don't know is why it doesn't get highlit (and didn't in previous versions either).
Highlightedness is stored in card_instance_t::unknown0x70, and is set in reassess_all_cards_helper() at 0x477410. Whether the card is considered activateable doesn't go through that, and is determined in at least two other places; one is sub_476B90() (which doesn't use the same logic as reassess_all_card_helper(), but seems to end up with the same results) and the other is in something called from sub_4378E0(), most likely the SendMessage() call to hwnd_MainWindow (which both uses w32api directly and is multithreaded, either of which would make it very difficult to fully understand even if we had the source).
Now, the thing that all the nonfunctional lands have in common is that they're flagged as having both mana and non-mana abilities (EA_MANA_SOURCE and EA_ACT_ABILITY). There's a function is_mana_source_but_not_act_ability() that checks specifically for this case, called by dispatch_event_to_single_card() and sub_475A30() (the main front-end to the function that chooses a card to activate, whether from an AI decision or from a player clicking on one). If I disable the check of EA_ACT_ABILITY in is_mana_source_but_not_act_ability() - essentially making it return true for every mana source, no matter its other abilities - the lands in question both get highlit and can be activated. There's an experimental patch in branch 14239.
I have no idea what the side effects will be, though, and I'm not thrilled about individually testing every card so flagged (there's 301 of them). Some, like
Kabira Crossroads, are misflagged, but I suspect most aren't. And there's a couple of original MicroProse cards like
Celestial Prism and
Coal Golem and
Fire Sprites that are flagged like that which I'd think shouldn't be, which makes me suspect we understand those flags less well than I'd thought.