I have experienced this issue as well, enough that I have temporarily moved my worlds to BDS on Windows. I am using Intel Xeon E5-2637v2 processors in Dell servers. I was running Ubuntu in virtual environments at first, then moved to a dedicated physical server in my lab with the same results when performance dropped with the 1.14 update.
Using BDS on Windows 10 on the same hardware results in normal, non-degraded performance.
I have experienced this on 1.14.60 BDS one time. Chests went invisible and their contents unavailable, and hoppers malfunctioned. The bug was limited to the chunk adjacent to the chunk a player was in when the server performed a planned restart, lending to the idea that it may be related to logoff.
Chests, when broken in their invisible state, would drop the chest item but none of the loot they previously contained. Hoppers were empty and would not receive items despite upstream hoppers being full.
Server restart did not fix the problem. It required rollback to the previous day's backup.
I believe faulty pathfinding described here is the root of many relinking issues.
Observed Environments: I have spent a great deal of time working on large villages in both controlled and open environments, as well as both natural and player-created villages. In natural villages, I spend a great deal of time terraforming the space to allow free movement, mainly levelling the space to no more than a 3-block delta and removing any drops greater than one block. In player-built villages, I will bring in one baby villager at a time, link to bed in cell, close off the cell, allow the villager to grow, and set and link a workstation. No villages have rogue POI (not even player beds) or nether portals within ticking distance of any system-defined village border.
In tightly-controlled environments, where villagers are confined to individual "cells" with a bed and workstation, I do not experience linking problems at all. There is almost no pathfinding involved, as the cells are small and do not have partial spaces for villagers to get lost in (like fences or walls). The cells are configured to disallow movement into any partial blocks, including workstations.
Problems arise when villagers are allowed to roam. In both natural and player villages, the villagers will often try to pathfind through obstacles that make no calculable sense. At some points, they appear to prefer not to follow grass path, instead walking up blocks through a building to a solid wall and standing there. It seems as though the block above is not considered in the path calculation, allowing a multi-block elevation over non-preferred blocks to calculate closer than a nearby grass-path-block path straight to the "house". Some of this may be mitigated by changing the path cost of many blocks to a higher value
Collision with other mobs must also be taken into consideration during the pathfinding timeout, probably by resetting the time to POI whenever such collision is detected. Furthermore, when a collision is detected, the affected villager should stop and then recalculate the path after a random time between 1-2 seconds before resetting the path to the POI. Since two villagers are affected in a collision, the recalculation should begin after the random delay so that both villagers do not attempt the same path and form another collision.
Today I observed netherite tools and armor burn in lava when a player was pushed into lava on my SMP server. I am running Bedrock Dedicated Server for Windows, clients are Windows 10. The difficulty is set to hard.
I tested to confirm, and almost all netherite-related items did burn immediately when dropped in lava, either by player death or intentional drop. All difficulty levels yielded the same results. This includes:
All netherite tools
All netherite armor
Netherite ingots
Netherite scrap
Ancient debris
Interestingly, the Netherite Block did NOT burn in either test, but instead exhibited the expected behavior of bouncing on lava until it came to rest on a non-lava block.