They're talking about "ungraceful disconnections" or combat logging. There is perhaps an argument that this need not apply to "graceful disconnections" or menu logging, during which there might be sufficient time to provide all clients (and the instance host, if it was formerly the disconnecting client) with enough telemetry for them to keep a doppelganger of the disconnecting player's ship in the game.
But the problem with that is that as soon as some players started losing ships after menu logging, they'd switch to combat logging and we'd be right back to square one.
Bottom line: if you want a game where other players are forced by anything other than a de facto gentlemen's agreement to remain in the game long enough for you to destroy their stuffs, it's not this one. Technology, policy, history. Everything is geared towards direct PVP in all its forms being wholly optional in ED. FD could spend thousands of manhours tightening up various aspects of the PVP experience, balancing this, encouraging that, but at the end of the day if someone doesn't want their ship destroyed there are many ways official and unofficial for them to avoid it preemptively or reactively. It may be frustrating, but it is what it is.
If there was a simple solution, it would have been solved.