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While there are a few occasions in which zombies are spawned by entering a previously empty room there is, as I said, a a handful of times where they can swap rooms (either instantly, when you light a candlestick in a small dining room, or they can force themselves through a door after some time spent pounding on it).
Picking up the Armor Key will trigger a zombie to spawn on the west balcony. If he's left alone, he'll bust onto the upper floor of the west stairwell.
Two zombies are banging on the windows in the F-shaped corridor that leads to the greenhouse. Returning from the greenhouse after picking up the Death Mask with no Eyes will trigger them to bust in. If they're left alone, the one with the brown jacket is capable of following you into the tea room--but he'll bang loudly and conspicuously on the door for a while first, and you need to stand next to it for a while to trigger it.
Four zombies will eventually pile into the east corridor leading to the room with the collapsing ceiling, through the windows. If you leave them alone, one will follow you into the hallway that leads to the path to the shed.
In Chris' campaign, the zombie in the bathroom isn't killed in a cutscene. If you let him be and leave, he'll follow you into the adjacent hallway.
At least one zombie is capable of following you into the U-shaped second floor east corridor--one from the pillar hallway where you first find Richard (he only spawns after the first Yawn encounter), and possibly another, from the east stairwell.
If you leave the zombie on the attic landing alive, then light the candle in the storeroom where the music notes are found, he'll follow you into there.
If you still care, though, I've never had a zombie that I killed follow me. The only thing I can think of is maybe you didn't fully dispose of him, so he came back as a Crimson Head and tried to hound you that way--but I've never personally seen that happen either.