The shield's closed/open state only ever controlled the iris block's
appearance (bedrock vs water) - the teleport listener never checked
it, only whether the gate was open+outgoing. A solid bedrock block
stops normal walking, but nothing stopped a player who ended up
standing there anyway (flight, elytra, a vehicle) from still getting
teleported, which is what was reported: iris visibly closed, travel
still worked.
findOutgoingGateAt() now skips any gate whose iris is closed, and
both teleportPlayer()/teleportEntity() also refuse the trip if the
DESTINATION's shield is closed, matching a real iris blocking
whatever hits it from either side. Same check added to the
cross-server delivery path in CrossServerBridge for the race where
the shield closes between the proxy request and the player landing.