Anti-teleport/anti-speedhacking coding has to be very carefully tuned. Make the threshold too low and legitimate players with high latency will find themselves rubber banding heavily - star trek online is a prime example of over-tuned anti hack coding. Even a small amounts of latency would result in you being locked into a rubber band cycle for 10-20 seconds.

GW2 has it, but hackers seemed to have (at least last time I checked) been able to work around it by making bots teleport in increments less than the threshold - it's difficult to strike a balance that is latency friendly, yet prevents abuse