This topic has already been pretty thoroughly discussed so I’m not going to re-hash it.
There’s a blog post here where we explain our reasoning behind the locomotion systems in the game: https://blog.orbusvr.com/balancing-teleportation-and-touchpad-locomotion/
And it’s been previously discussed on the forums as well. In particular I would point you to this response which pretty much sums up my thoughts on the matter: Better Locomotion
But generally speaking, strategic positioning and teleporting are key parts of the combat design. So it’s not that “sliding locomotion players are stuck” once combat starts, it’s that once combat starts the combat is designed around teleportation to dodge AoE areas, strategically position yourself on the battlefield, etc.
As I said in that post nothing is set in stone right now, but since I made that post after the last Stress Test, and we haven’t done any additional testing since then (that is until tomorrow), my position hasn’t changed.
EDIT: Also just to clarify since I was thinking about it and I guess I never specifically mentioned it, the intention is that you use the sliding locomotion in-between combat and use the teleportation during combat. You don’t have to toggle back and forth between them in the menu or anything, teleporting still works fine even after you turn on the sliding locomotion, it’s just an additional method, it doesn’t replace teleportation.