"quantum lock" observation
Not sure, but possibly related to - https://support.keenswh.com/spaceengineers/pc/topic/ship-rubber-bands-back-to-groundconnector
The multiplayer "quantum lock" problem (ships rarely/randomly deciding to rubber-band back to a certain position after touching the surface, another grid, or using a connector), as we know, is commonly fixed by reconnecting to the server. Stop me if you've heard this one, but I'm noticing the ship which was "locked" in this state will also sometimes lose use of certain functions until a server restart (including, but not limited to - grid welders look like they work but they don't actually do anything, can't grind blocks on the grid, turrets being controllable but not being able to fire, some modded block functions sometimes being suspended).
My observation is this: these failures in functionality seem to spread in the virus-like way a NaN bug can spread through the datasets of connected functions. Perhaps something to investigate to stop the problems happening is to bear in mind the likelihood of NaN being assigned to grids' data and inventing a way to detect and replace it with a zero while logging every time/place NaN is replaced in this way.