When placing an entity and observing its movement, there is a noticeable delay between the movement of the entity and its corresponding model. This delay affects the visual representation of the entity, causing the model to detach from the entity itself during movement or teleportation. This issue is particularly evident when using commands such as /tp to teleport entities. Additionally, the model may lag behind or detach from the entity during its movement, leading to a desynchronization between the entity and its visual representation.
Steps to Reproduce:
Place an entity
Use debug features or particles to track the entity.
Make the entity move or use /tp command to teleport it.
Notice the delay between the movement of the entity and its model.
Observe any detachment or desynchronization between the entity and its model during movement.
Expected Results:
The model of the entity should move synchronously and smoothly with the entity itself, ensuring accurate representation of its movement in the game world without any detachment or delay.
Observed Results:
The model of the entity lags behind or detaches from the entity during its movement, resulting in a noticeable delay and desynchronization between the entity and its visual representation.
Note:
This issue also applies to endermen, where detachment between the entity and its model occurs during teleportation
"The video I attached shows that I used particles to track the entity every second, demonstrating the delay that occurs."
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I have previously described this issue as the underlying cause of MCPE-138060, and part of the cause of MCPE-123321, MCPE-151881, MCPE-166739 and perhaps some other issues.
Essentially, client-side entity positions are several ticks or about 1/4 second delayed from server-side positions. Somehow, various animations such as the death animation and entity-generated particles (e.g. slime and magma cube particles) occur at exactly the right time. It is only position that lags.
Would you be able to provide a copy of the add-on / pack that you're using to show the entity model please? That would help the team to further debug the issue that you're reporting here.
Would you be able to provide a copy of the add-on / pack that you're using to show the entity model please? That would help the team to further debug the issue that you're reporting here.

The addon is not necessary to confirm this report. You can use the following particle command in a repeat, unconditional, always active command block with 0 delay:
/execute at @e[type = !player] run particle minecraft:villager_happy ~~~
This command creates a particle at each entity's server-side position. Record any entity moving and watch the recording slowly or study it frame by frame. The reports linked as "related" give various specific examples.

When an entity changes position server-side, both both Java Edition and Bedrock Edition animate the position change client-side so that it appears more like a continuous movement. Both editions begin the animation immediately, so there is no delay in the start time of the position-change animation. However, there are significant differences between Java and Bedrock:
Bedrock's animation takes about twice as long (~400 ms) as Java's (~200 ms).
In Bedrock's animation the entity movement speeds up and slows down, while in Java's animation the entity movement speed is uniform.
Bedrock's animation blends sucessive server-side position changes into a curve. Java's animation does not blend or produce curves.
You can see these difference in these two videos of a pig teleported 2 blocks to the left, and then 2 ticks later teleported 2 blocks to the right. Particles above the pigs track their server-side positions. These clips should be compared in slow motion or frame-by-frame.
[media][media]
The accelerations and blending in Bedrock's animation might seem to make it more advanced or sophisticated. In-game, however, the Bedrock animation as a whole gives players a less accurate visual representation of where entities actually are, and it makes movement appear to be delayed or "laggy". Entities that are continuously moving server-side (for example, walking or falling) appear farther away their server-side position than on Java. Compare the following clips of a pig falling from 50 blocks up. Again, particles above the pigs track their server-side positions, and the clips should be compared slow motion or frame-by-frame.
[media][media]
In Bedrock Edition mobs that move quickly typically appear on-screen near the position they had occupied server-side 4 ticks prior. This can be quite dangerous and disorienting. For example, baby zombies running toward a target appear to have double their melee attack reach:
[media]