So, an update in my related issue: it only occurs when you directly anchor a widget to another widget. If you move it in the Y axis, once you go over a certain threshold the anchored widget "lags" after, moving slightly less than the one it's anchored to.
If you move the primary sprite on the negative X axis, the anchored one just stops once you pass a certain threshold (-45 on mine). Might be something with UIWidget.CalculateBounds
Edit: And it breaks in the negative X if it's anchored to the right - and on the positive X if it's anchored on the left. If it's anchored in the center, then it does the same weird lagging behind as on the Y axis - probably the same issue both axes.
Edit2: Yep, CalculateBounds is definitely broken. If I make it always set wc to null, so it uses the container calculations instead of the wc one, it works fine.