Huh...I don't know what version of RPG Maker you're using, but that isn't supposed to happen. o.o The point of the switches is to tell the game when to start calling the common event (only if parallel processed or on autorun). Since the "none" trigger is used to manually call the event, there is no need for switches. So, VXA normally won't even let you choose a switch (the box will become grayed out) when set to none.
Anyways...I guess that wasn't the problem. Even if it is a little odd. :p Creating a New Game might actually permanently fix the issue, since it's very common to have scripts that freak out when you try to continue from data that may not have previously included the script (that's the only reason I can think of, at least). I don't know the details, but I've solved many of my random and indescribable script issues simply by making a New Game and deleting the old saves, so that makes sense to me.
Hopefully it'll work from now on, using the New Game you're creating. :-)