Correctly implemented lag compensation doesn’t result in players teleporting.
If a player drops packets for a while, they shouldn’t be teleported to a position once they start sending packets again. They’re sending input not positions.
When I say lag compensation removes latency-based leading-the-shot scenarios, I mean it, full stop. It’s completely removes this problem.
You’re describing teleporting which is caused by other malimplemented player movement and networking code.