Server is replicating the location/rotation per server tick.
e.g. replicates movement
Client is lerping to the location/rotation once the packet is parsed. bare bones replication of movement.
You aren’t explicitly telling the server to replicate the velocity. even if you did there would still be jitter (server correction).
Rubberbanding is the correction to servers position at game time.
The server should be the only driver of movement. The client shouldn’t have any input at all.
Otherwise you need to implement client-side prediction w/ server authority and correction.