they're used to be a /spawn command.
it sent you to the spawn point. welcome to abuse land. it was removed and replaced with /unstick.
replacing /unstick, and how it works, with a new version that relies on static points instead of dynamic points, takes the command back to the /spawn command. having multiple, but still static points per map, would only work if the map was set up to have hundreds (possibly thousands depending on the map) of static points, say at every valid position on the map say 5 to 10 meters apart from each other. then have the command port them to the nearest point.
having, as example just 8 points, the command can be easily abused as the user can just memorize the valid go to points and they can just run far enough to be closer to the one ahead of them to where they want to go from the one behind them from where they want to go, and essentially leap forward cutting out running time.
with enough points set every 5 to 10 meters apart, this distance cutting would be negligible.
but that would also, i would thing require many db entries, or maybe a map rewrite. and for a command that will be removed, i would think, from the final version, because there won't be problem of characters getting stuck in the final version, it really doesn't help game development progress in my view.
so, to me, it would make more sense to focus on the permanent fix, and live with the temporary solution, than spend time on a new temporary solution, further putting off fixing the real issue.
Now if the /unstick command failed most, say 90%, of the time of use to be beneficial, then perhaps it could be looked at to find a quick, easy method to upgrade it, to get the players by in the mean time while the main issue is worked on, but since this isn't the case, then to me, it makes more sense to leave it as is and focus on the real issue.