There is widespread misunderstanding about how Source 2's sub-tick networking operates. The server still updates in fixed tick intervals (64 ticks/sec), but player actions (attack inputs, jump triggers, eye angles) carry a 64-bit precise floating point timestamp fraction relative to the current tick.
When the server processes a tick, it reconstructs player hitboxes at the exact sub-tick timestamp fraction when +attack was signaled by rewinding entity positions along their velocity curves. However, the client does not receive the death event confirmation until the subsequent network update packet, causing the perceptual illusion of 'dying behind cover'.