Put plainly above, it needs to be sorted out, it has effectively killed all open maps (you're now getting complaints about the final remaining one) and mixed maps are sure to follow next.
I think I fully understand the reason why it happens now, but I want to explain the consequences first, see if you agree.
Effect
The result of everyone running round in circles, taking the longest way around away from the opponent means cav have an easy time of it, there are always stragglers you can gang up on and kill. Normally (because IG is anything from normal nowadays) cav would be blocked at choke points by infantry and forced away from defensive positions by rangers, because of the constant running neither of these happen. This is why people were feeling so overpowered and helpless against cav hence the 10 second extra spawn time for cav. I don't agree with that extra time but I understand why it was done even though it's treating a symptom not a cause.
The second thing that happens with the running in circles is that archers struggle to do anything. They rarely have time to sit and shoot and are often simply chasing the infantry round so they don't get killed.
Finally the infantry themselves are unable to attack, since you really need to attack as a single mass as infantry having most of your team run off constantly makes this futile.
Cause
The cause for all this is actually rather simple, a lot of the people playing infantry don't want bad scores. From the individuals point of view if they aren't a strong infantry player then heading into the meatgrinder will result in zero kills and a lot of deaths. So their choices are to either switch class (oops can't do that, class limits) or to play in a more passive ambush style approach. However that style of play means deliberately not killing people head on, usually waiting round corners or simply coming up behind people.
The result is that enough people who don't want to fight head on run as far round as possible away from the opponent.
The reason they can do this is that the battle format lacks any structure until the flags spawn. They literally have a choice between surviving and having a hope for a kill and dying immediately with a much smaller chance for a kill.
Solution
You need to increase the reward for infantry players during the early stages of an engagement. This could come in the form of larger gold payouts, more kills on the scoreboard for each kill, deaths not counting for the first minute or maybe first blood giving a large reward of some sort. The point is that you need to make the game economical for a greater range of the players who play infantry.
Either that or get rid of the class limits and go back to having camping every other round, not that that's much better.