Update
As of the 1.13 snapshots, the repeater will appear locked until the other side is updated. See the newly attached screenshot – the repeater appeared locked until the packed ice was placed. Removing the ice leaves the repeater visually unlocked.
The bug
When powering a repeater from the side by a comparator it can lock the repeater (similar to repeater locking with repeaters). But it doesn't show the texture of a locked repeater.
The problem is actually with the comparator, not the repeater. Until you toggle the comparator, it won't recognize that it is supposed to be locking the repeater. If you place a comparator, then toggle it, then place the repeater, it will already appear locked. The comparator also has to be powered for the toggle to work.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The problem is that the power level of a comparator is determined by the comparator tile entity client side as well, but this tile entity is not updated unless the player right clicks the comparator.
This can cause the opposite of the bug described here as well when the tile entity was updated and stores client side a power level, but the power source was removed afterwards. Replacing it then with the powered=true
state (without actually powering it) causes it to display the repeater as locked while it is not actually locked server-side.
Related issues
is duplicated by
relates to
Attachments
Comments

Confirmed.
I think it was intended because they said they wanted only repeaters to be able to lock other repeaters. So it might actually work as intended. Maybe they weren't supposed to be blocked that's why the lock texture doesn't show, or it should lock it and the texture doesn't show. Anyway, it's up to Dinnerbone to decide.
I think it was meant to happen but it was meant to show there locked state witch it doesn't.
I just noticed something, if you right click the comparator while being powered (so it would toggle between compare and subtract mode) then the repeater does show that it is locked. Tested this in snapshot 13w06a. However if I reload the world/chunk will reset this and no block update seems the trigger this as well.
its about time this gets fixed seeing them have know about it for so long. how are you meant to make problem solving maps when people cant see the problem that needs to be solved! turns a problem solving map into a lucky guess map!

Still happens from time to time in 13w38c!
EDIT:
Tested it again, @Kwin van der Veen is completely right. Toggling the comparators torch temporary fixes the bug, reloading chunks/world resets it to its buggy behavior.
Still happens in 1.7.2
14w10c, still a problem and still not solved! How are we meant to make use of these for puzzle maps etc!
I thought this wasn't working but I have verified what others have said. The bug is visual only, repeaters are locking when locked by a comparator, and the visual bug can be temporarily fixed by switching the mode on the attached comparator. Screenshot of test added.
Client 14w10c
Mechanics should be functional for map makers, assuming players will not need to see the repeaters.

Confirmed for 14w32d
Confirmed for 1.8
Confirmed for 1.8.1-pre3. The problem is actually with the comparator, not the repeater. Until you toggle the comparator, it won't recognize that it is supposed to be locking the repeater. If you place a comparator, then toggle it, then place the repeater, it will already appear locked. The comparator also has to be powered for the toggle to work.
Still in 1.8.4
Still in snapshot 15w50a

Still in 16w03a
Is this still an issue on the latest snapshot 16w44a?

Confirmed for 17w17b
Reopening because the lock is visually removed when the other side of the repeater is updated. See new screenshot taken in 17w50a.