Personally, I see this change (in 1.19.4 - 23w07a) as a net negative. Let me explain:
While some have heralded this as a much-needed buff to equines (horses, donkeys, & mules), amidst the broader problem of transportation alternatives to Elytra, this change does not ultimately improve the competitiveness of horses, but rather takes away an important aspect of their intrigue.
Under the old system, getting a max speed horse of 14.229m/s (top 1%, 0.1%,...) was exceedingly difficult. However, if you simply wanted a 14m/s horse, it was very easily doable. This non-linear difficulty-to-reward made collecting horses something which the average player could be satisfied with within a few minutes, but truly dedicated collectors can choose to sink hours into, for 0.0001m/s incr, with each subsequent improvement giving less reward for more effort. There is a reason many games implement such systems, to cater to a specific audience of collectors/grinders (e.g.: Runescape skill leveling, pokemon collecting, ...)
The new system strips that entire complexity, without actually solving any of the fundamental issues that make horses lose out to Elytra. I've always been a huge fan of horses since they were initially (controversially) added, and I want to see them improved and more widely used. I've seen tons of ideas to actually improve horses, I'll link a few cherry-picked FRs:
https://feedback.minecraft.net/hc/en-us/community/posts/360056915492-Netherite-Horse-Armor
https://feedback.minecraft.net/hc/en-us/community/posts/360011285652-Enchantable-Horse-Armor
https://feedback.minecraft.net/hc/en-us/community/posts/360047223571-Frost-Walker-Horse-armour
https://feedback.minecraft.net/hc/en-us/community/posts/360036335091-Horse-speed-determined-by-breeding-vs-spawned-horses
https://feedback.minecraft.net/hc/en-us/community/posts/20132780596109-Discrete-Horse-Stats
https://feedback.minecraft.net/hc/en-us/community/posts/4415682846093-Preventing-suffocating-when-riding-something (by increasing the movement collision box to include the rider)
This has been a thing with TNT since at least 1.8, and I always considered it intended behavior.
IMO complete shame it got patched, breaks some cool machines I've been building for as long as I can remember
Note:
An update to description: the spectate target doesn't need to be a player, and doesn't need to be riding in a boat. It can be any target, and as soon as it goings into unloaded chunks the bug will occur.
I really hope this gets fixed.
Also, here is another duplicate: MC-150713
Still happens for me (only in 1.13+)
Very frustrating especially since the game takes so much longer to relaunch now.
Just for the record, I took these screenshots while running OptiFine, but it behaved the same way on a completely unmodified build
I’ve also been experiencing this issue for years. On my old 2015 i5 MBP and on my new 2024 M3 MBP.
A bit surprised to not see more people commenting here on this issue, since I’ve definitely heard other people complain about it ingame on public servers. Happened to me again today and decided to finally Google it, and found this bug report.
A temporary workaround: alt-tabbing out and back in while toggling fullscreen and mission control at the same time usually re-captures the cursor.