I don't think you understand what's being discussed in this thread. That L4D behavior is not at all relevant. The hitbox displacement is not related to the networking in any way and it's also not "iffy", it's intentional game design. The Source games forward displace the hit boxes on moving targets to approximate ballistics lead with hitscan weapons. Without the displacement, you would aim directly at the leaping hunters, which is unnatural enough to completely throw off anyone expecting a semblance of real-world weapon behavior. Think clay pigeons. It's fairly unique to Valve's games. Most shooters with hitscan weapons don't do it, and it's got nothing to do with how the networking negotiates hits.
You might be confused in that it involves adding lead, but it's critically different from the RO networking issue discussed here because it is not a factor of latency. In an online environment, L4D corrects for your latency so, as long as you were firing at the hitbox, the shot will hit, period. The hitbox displacement works the same for everyone, be it in single player, LAN or online, and it's always by the same amount. Once you know how to shoot a pouncing hunter, that's how you do it, consistently, all the time. It's completely up to the shooter.
In RO, by contrast, the networking-added lead is purely a factor of an ever-fluctuating network delay, and it's in addition to the actual weapon ballistics. To describe it visually, imagine that L4D Hunter was in RO2 and he didn't have the hitbox displacement. The hitboxes displayed in that video would be roughly where you would want to aim with a PPSh in order to hit him, to account for the bullet flight time. But that would only hit him if you were in single player. If you were online with RO2, to actually hit the Hunter, you have to aim even farther ahead by some amount based on your latency (a decent connection would be about 7 to 10 times farther ahead than the hitbox is) and that extra distance would fluctuate constantly based on internet connection vagaries and how your actions line up with server tickrate. Additionally, if the hunter were to change direction between when you fire and when your message gets to the server, then even if you were aiming in what was once the right place, your shot would still miss. Since you can't predict an aimpoint with any sort of reliability, there's now a large element of random chance introduced and it's largely out of the shooter's hands. A Hunter would be nearly impossible to hit in RO2's networking model.
Essentially, it's the difference between shooting bullets at a target and lobbing trigger-delayed paintballs at them.