Whatever connection anyone has, that doesn't mean his model has to teleport around the map.
I've covered this a hundred times on this forum: currently we suffer from design decisions which were made for dialup users in the 90s. The code does everything it can to make a warper move normally (on his screen). If his model was moving its own way smoothly without waiting for packets to reach the server, a warper would be unable to perform b2r for example.
Server code is perfectly capable of making something move smoothly in straight lines, take rockets for example, somehow they don't warp! It's possible to change the code so warpers keep moving smoothly and get constantly corrected
on their screens as to their own position. That would of course mean many prediction errors, server corrections (rubber banding) and be generally bad experience for lots of noobs.
So it's a conscious decision to let them play at others' expense. Company decides it's better to present the product to new customers in better light, and let them face warping accusations much later, from other players
Doesn't mean I agree as a player!
I'd dig an option for spawned servers though, configurable warping protection with 3 settings:
- (default) no warping protection
- medium protection (AfterShock style, model doesn't stop in place; moves smooth but then gets corrected, minimal warping in normal movement, bigger on dodging)
- full protection (complete server-side prediction, big handicap for warpers' movement) - not sure how hard would it be to code it in a way not hitting non-warpy players

But hey, one can dream!