Culling radius overrides are broken by design and while this can theoretically be fixed by forcibly associating network player lifetimes with entities it is still likely to lead to a lot of potential regressions as a result, so both that (or a more complex fix with less side effects, such as - fully or partially - handling proximity migration and vehicle component control request events on the server) would need actual testing in a real-world scenario with real players engaging in real activities, which is something we actually do not have access to.
In addition, this override native was a community pull request proposed by a community member without too much forethought about the consequences, that was accepted without too much review likely because there was a lot of community badgering in response, i.e. to prevent a long ‘why isn’t this merged?’ discussion from starting as a result.
Now that it is added, however, removing it would break backwards compatibility and only raise even more questions, so that isn’t a likely outcome either.
(see also past discussions like various posts linking to Client unable to enter vehicle when distance culling radius has been increased - #2 by d-bubble and beyond, this is a duplicate to some extent)