This is NOT a bug, it simply takes TIME for a player to sync the new value - until then, the old value is returned.
This is part of sa-mp's design and not a bug.
I've noticed this, even with your tutorial, that, when you use GetPlayerDrunkLevel to get the FPS it goes to gigantic values over 1000, and in 0.3b and 0.3e I never experienced that, so something has changed