Tinted nightvision is being dumb at the moment.
Here is the GM view for two tokens on a blank map with dynamic lighting enabled. Both tokens have vision and night vision enabled. The one on the left has 30 ft whereas the one on the right is 8. The one of the left has a cyan tint whereas the one on the right is transparent. There are no night vision effects.

I don't control the Hadrosaurus, which is why it's vaguely cyan. If I give myself control it's the correct colors. The transparent night vision stacks with the tinted by just removing the tint apparently.
If I add a tint to the T-Rex (orange in this case), you get this. It's still white but now washes out the grid lines as well. And makes the T-Rex all weird and bright (which again can be fixed by giving myself control of the token).

Now, Lets turn the T-Rex back to transparent and switch to Explorer Mode!

Well - this isn't great.
Maybe it's better with an actual background?

Oh - look - that's where the grid lines went. They turned into a super light cyan. Not so much with the cyan, but with a different color choice for the tint I can just sort almost still make out the grid lines if I zoom in super close to that all white section.
Let see what it looks like for the player (with or without explorer mode at this point really):

Look at that dreary washed out mess. I hope they didn't need to see that T-Rex.
Presumably someone tried stuff like, "put a token or two on the map", and "enable nightvision with tinting" before pushing out this code - so I imagine that at least a bit of this looks like it's supposed to?
I'm happy to file a bug report if someone from Roll20 would like to weigh in on what specifically is buggy here and needs a game with an example.