Yes. For instance on Primals the damage is calculated once the cast bar disappears - you can run right through a boss's animation if the cast bar is complete (@75~85%) and you were out of range of the initial attack. However animations such as player attacks or the floor attack in Amdapor Keep/Stone Vigil do not follow this structure and are based off the animation completion and your character position.

The problem with the game is inconsistency in mechanics, a hard latency of .3s or 300ms on position updates - and myriad of other structural netcode issues. FFXIV expects players to have little to no lag judging from the harshness of certain boss mechanics - but does not provide the necessary back checks, synchronization, or conformity of mechanics to make combat feel seamless and responsive. This is basically a continuation of a thread that persisted from Beta Phase 2 - Open. The only response given then was "wait for us to implement the NA servers" to "wait until we've optimized the servers & instance servers" and now we are still experiencing the same issue.

Will it get fixed? Who knows - they never managed to fix these same issues in FFXI which has been running (over?) a decade now.