To my understanding:
Ghost entities [Simulate] tag can be enabled/disabled differently between entities during a prediction tick.
If it is using the Simulate tag it means that it's current state with current ticks mutations will be used for next prediction ticks as well.
The final prediction tick writes history that is used for future predictions.
So lets consider the case where entity A is not using Simulate this frame and entity B is. None of these are the player or interacted by the player.
Entity B wants to modify a synced state of entity A. Since A is not using Simulate tag it will in future ticks restore it's state from the history and not care about the changed state from entity B.
So is there an intended way to deal with this?