Inside dungeons, every chest is always loaded no matter in which room you are in, because they are stage actors, and they are simply invisible until you load the room they are normally in. It is thus possible by clipping out of bounds and using the deku leaf, to land on these invisible chests.
It is possible to play the song of passing while standing on OoB chests, but only if the chest is from a room that is not adjacent to the currently loaded one (adjacent rooms are loaded but invisible with collision turned off). This normally crashes the game. However, this does not crash on emulator with the MMU setting turned off, and also on the switch 2 emulated version. If you play the song of passing on an unloaded chest that is at least 2 rooms away from the currently loaded room on those versions, the song of passing will finish and the game will trigger a reload, and this will load the room containing the chest. This can be used to skip many rooms inside dungeons.
Dungeons in the game contain the event that allows playing the song of passing, but it is disabled by a bit in FILI (room-specific properties that get loaded with the room itself). Because it's a room property, landing on an oob chest from an unloaded room doesn't prevent playing the song and triggering the reload. This normally crashes the game due to FILI itself being missing: it tries to check if you can play song of passing and reads from a null pointer since the room isn't loaded. This crash is avoided when playing on Switch 2 which has MMU off.
Note: Pulling a bomb while standing on an unloaded chest crashes the game.
From the 2nd room, ledge clip out of bounds then leaf over to the unloaded big key chest. Once you land on it, play the song of passing to load the big key room.
After opening the big key chest, the invisible wall over the gate actually disappears, so you can actually jump over the closed gate and grab on top of it to escape, despite looking like Link is completely trapped. Leaving the room can sometimes softlock because the stairs behind the door have never been lowered, and if Link gets stuck by them you will never gain control of Link back. This can however be avoided consistently by opening the door on a consistent animation frame that is known to not softlock, for example by opening the door immediately after a 180° instant turn-around.
From the 3rd room, clip out of bounds then leaf over to the unloaded small key chest or compass chest. Once you land on it, play the song of passing to load the room containing the chest. This skips having to use Makar completely, thus skipping Wind God's Aria and playing the song to Makar, and also allows obtaining the hookshot early and doing the wind temple before the earth temple.
Note that landing on an OoB chest in Wind Temple from the 2nd room instead will crash the game, unless the wizzrobe in that room was defeated. This happens because the wizzrobe is checking a room-specific switch every frame and this causes the crash.
When opening doors, the game will use the room id of the ground collision below Link towards the end of the walking through a door animation to know in which room you should respawn. So if you can open a door and unload the room past it (with Actor Unloading for example), and you pass above an unloaded chest before voiding out, you can reload into the chest room without the song of passing. This would also work in the gamecube version.
One place where this is known to be possible is in Wind Temple, to reload into the tall basement room. This requires that chest to already be spawned it however, so it isn't useful.
If you control Medli or Makar and fly to an unloaded chest, you will be teleported back to the beginning of the room you're supposed to be in. Simply flying over an unloaded chest is enough to trigger this teleport.