I submitted a bug report for this a few years ago, and my report was just merged with this one. I just wanted to add here that the fix suggested would not fix the entire problem. For my purposes, I want to be able to continuously teleport a player relative to a stationary entity, or any entity for that matter, and have their position on the client side properly updated. If I'm understanding correctly, the suggested fix would still allow the player to move around in the case of teleporting relative to a different entity. I don't understand the Minecraft code well enough to suggest my own fix, but if possible, I think the root of the problem needs to be fixed, which is that the client isn't updating the player's position when receiving frequent relative teleports.
That post does seem to describe the same issue, and it is more thoroughly tested. However, the fix that was suggested there doesn't sound like it would fix the issue I am having, which is being unable to restrict player movement by repeated teleports. Should I post a comment there explaining my perspective?
I just tested the bug in the latest snapshot, 22w13a, as well, and it had the same behavior. Also of note, I found that the bug only happens if the player has some ping. When connected through localhost, the command has the intended behavior.
I'm not sure how reopening a bug report works. I added 1.15 to the affected versions a couple days after it was suggested I do so. I recently revisited a project that required this bug to be fixed and recalled this bug report I made, so I also just edited it to add a video demonstration and include 1.18.2 in the affected versions. Can this issue be reopened?
I would also like to request that this decision be reconsidered. Map makers have very little control over player movement as it is. You can make a player faster or slower; you can alter vertical acceleration; or you can teleport them. Teleportation should be the best way to get specific fine-grain movement, but as it is, teleporting more than a couple times a second causes desync. This makes it entirely impossible to implement many features that are common in game design.