This is generally caused by lag/desync and not much can be done to solve it from a scripting standpoint.
In SA-MP, the script has to set a 'default spawnpoint'. When you respawn after death, your game will respawn you at that point and wait for the server to tell you where to actually respawn (e.g. a hospital). Sometimes your game never tells the server you spawned or the server's instruction to position yourself at a hospital never gets received (packetloss perhaps). There are so many desync issues in SA-MP it's unbelievable.
The reason the 'default spawn' is inside that church is because it was originally set to 0, 0, 0 which is under the ground[ at Blueberry Acres. Spawning under the ground and falling through the map to then pop back up on the surface nearby was dumb, so I decided to change the coordinates to 0, 0, 3, which was the same place but now with the height set to 3 so you're on solid ground and not underneath it. The problem is when someone respawned, they would appear at 0, 0, 3 to other players for a brief moment (longer depending on latency). During this tiny window, it's techically possible someone could rob/damage/kill you etc. so I moved it to the current location so people can't get to you.
The issue is if you fail to respawn properly you're stuck inside that church. So I implemented a script which detects if you get stuck inside there and it tries to respawn you again. If it fails a second time, it will teleport you outside the church and log the error. There must be a flaw in this system which I will look into. I think it only detects it if you don't move from the exact original spawn point. I think if you stayed still you'd eventually be force-spawned. I'll make it detect a wider area.
I really want to solve this issue as I've had it myself a couple of times and it's very annoying. I'm 99% confident it's not something I can fix, but hopefully can detect and respond to.