The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at MC-259197.
The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage due to the visual confusion caused by the cursor movement.
Or alternatively, the forward and back damage tilt should be removed because they impede gameplay unlike the left and right damage tilts, and instances where they would be used are replaced with the sideways tilts.
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Thank you for the clarification. I still think the desync is terrible, so I will rewrite this issue to focus on this.
i can confirm this issue
I wouldn't really consider this a bug as there is no real way to fix it without reverting the damage tilt fix entirely. Plus, there's a slider to turn it down, so it's not really an issue.
It can easily be fixed by just keeping the crosshair to where you actually hit, which would visually move the crosshair a bit across the screen.
Fair, but the only way you could possibly fix it is by making the crosshair actually move whenever the damage tilt is active, practically making you miss and giving a huge disadvantage to players who have the damage tilt slider to the max. Plus it would look ugly and not be helpful or pleasing for players.
The damage tilt is supposed to tilt AWAY from where you are looking (to the direction you were hit), so obviously it wouldn't be where your cursor would be during the animation. The only reason this wasn't an issue before 1.19.4 was because the tilt was only affecting the X position.
I'm not saying that just because it is low priority that it would never be fixed, I'm just thinking it doesn't make sense to "fix" it when there is really no issue here. The only possible solution is what I mentioned, or by reverting the damage tilt fix entirely, thus making this impossible to even fix.
TL;DR: There is no way to "fix" it, so just turn the slider down to your liking.
Addressing this issue would exacerbate the inconvenience of damage tilt, and the current behavior aligns with the consistency observed in view bobbing. Refer to MC-268996 for further insight.

@oowooglac reread my bug report again, I made sure to state that my proposed fix is NOT making the tilt make you miss, but instead to make the tilt not change the position of your cursor at all. It's supposed to be a TILT, the forward and back ones are not tilts.
Currently, the tilt doesn't affect the cursor position where you're aiming at all. The summary proposes changing this behavior, which could be frustrating.

No, the report is not suggesting that. By it changing the position I'm obviously refering to the visual, if you actually read the initial report you'd know that.
The video shows the effect of knockback too, I tested against a wall (and with netherite armor for knockback resistence) and it was only visual as seen on this video :
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