I don't have access to ask roblox interns about this. I don't understand if roblox has thought about it but with filtering enabled is active, why are (SEVERAL if not tons) or properties replicated to the server when changed on client. It seems like roblox has done counterproductive changes. Can I ask why walkspeed is replicated to the server on client changes. I believe this is the main reason speed hacking is occuring. The same applies to body objects which also get replicated to the server.
I suggest making walkspeed readonly for client so that it can get the information but not change it. The changes on the client will therefore not cause them to speedhack. I think this should be an option for filtering enabled games to make things only readable for client so they avoid replication of unwanted things to the server.
I am also aware that exploiters run their executors on a higher identity/security (the plugin security) making the able to change readonly values to readable. Is there are way roblox interns can fix some of these problems.
I have been researching how to prevent speed hackers for a couple of months but most of the scripts has been having some troubles with false positive kicks from lag/network delay and alot of other factors.
Is there a motivation behind this current model where some properties can be changable by the client and replicated to the server. I personally believe specially walkspeed and bodymovers should not be replicated to the server if changed by client without the use of remotes

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this question would better suit https://devforum.roblox.com/