Currently, the client has a different ticks per second than the server. This causes issues where the client sided simulation can be faster than the server sided simulation, causing the client to "bounce back" to server values when the server forces a correction. This is most noticeable on connections to servers with moderate to high ping. Sending a packet every now and then to report server ticks per second to the client and having the client match the tick rate can alleviate some of that "rubber banding".
Rubberbanding instances can be found but is not limited to where a player tries to move items in their inventory and said moved items disappear and "bounce back" to their original location.
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