All actions that involve movement (such as gap closers), can be refused by the server in some cases, but the movement already happened by the time it's refused. This is because the movement is obviously clientside. I've had it with various actions over the years, although I haven't thought of a way to replicate it on purpose. High pings probably affect this as well, making it hard to fix because each person is using it with a different ping.

If the refusal also returned the player to their previous location, it would be rubberbanding and if you've ever had that in games, it's not fun, so SE doesn't do that.