There are a lot of reasons for that though. There's no deep snow in vCoH, so your infantry always have a constant speed. The grenade throw animation is a lot longer in vCoH, so you have more time to react. Animations are different, so you don't have some squad members waiting until after an animation completes to follow the next command.
That last issue is the biggest, and was likely implemented because it makes squad movements look better and more realistic. Which is what my post was about.
Im pretty convinced the sluggish way infantry responds to commands has nothing to do with lag coming from a P2P connection. Hell, even a 300ms connection would be ok for a RTS, whereas that would be horrible for shooters like Counterstrike.
The problem lies within the gamedesign, as you said Inverse:
"Animations are different, so you don't have some squad members waiting until after an animation completes to follow the next command."
This sluggishness is seen all throughout CoH2, not just for infantry movement commands. For instance, I sometimes lose a squad to a satchel even though I retreated right when he threw the thing at me. Why? Cause my infantry waits around a few seconds with the retreatarrow over their heads instead of actually going to base right away after you ordered the retreat (and like they do in CoH1).
Also I notice my infantry sometimes stopping halfway during a retreat to hide in cover for a few seconds. I really don't see why it's so difficult for Relic to have infantry on retreat just head back straight to base tbh.
The sluggishness can also be seen when microing tanks in a small area. It is just so much more "unresponsive" than coh1 was: both the pathing itself, and the unit response to your commands.
We seem to have forgotten by now but the unitresponse used to be WAY worse: remember fighting Guard Rifles with your Pgrens only to have them crawl on the floor whenever a PTRS rifle got fired? That REALLY made me feel lack of control.
So yeah, I kinda feel that in order so solve the input lag Relic has to look at their gamedesign, not networkcoding.