NetworkTick.TickIndexForValidTick for server increments 4 each prediction update?

As title, observed that the TickIndexForValidTick of SystemAPI.GetSingleton().ServerTick is incremented with 1-X for each time it runs in PredictedSimulationSystemGroup for server systems. And I’m talking about the TickIndexForValidTick and not private m_Value. Client side it seems to be incremented by 1 to run for all the prediction ticks.

Am I missing something or is this an NetCode bug?

Seems like this is may due to server lagging and trying to catch up?
https://docs.unity3d.com/Packages/com.unity.netcode@1.0/api/Unity.NetCode.NetworkTime.html

Is there no way of disabling this and letting the server run all ticks instead especially in the editor?

Figured out if I just read the documentation a bit more one can use ClientServerTickRate singleton to modify this^^