It's not forced lag, it's you committing to a skill and getting punished for it if you choose incorrectly. The problem with it in 1.0 was that you essentially locked yourself in position for a long time due to animation length + combo length. All they needed to do was add something that allows you to cancel the current animation should you need to, but on a cooldown, so you can choose whether to continue your skill for damage or move out for survival.