So you're extrapolating? This problem reminds me of netcode in 3D shooters: The client has to "predict" its own collisions with walls, to avoid being placed back later by the server.
If you're dead set on not coupling game world updates to render updates, the only option would be to "predict" collisions in your view/renderer logic, as you kind of suggest in your post. You'd still have the separation of the actual game state and the game "view", though.
If you regard your design as client-server, it's actually not bad: The game update loop is the server, and the client is the view/renderer, which predicts movement, including collision. However, it does introduce a set of potential problems usually present in realtime client-server game architectures...
Some potential issues
Depending on your game, you'll also have to predict things like enemy/projectile collision and f.e. as a result, have a rocket explode, do damage, and kill an enemy before all this actually happens in the next game update.
Second, since you'll probably want the game to respond immediately to player input (otherwise it feels weird), you might want the player character to start a jump somewhere inbetween 2 game updates. The same goes for firing projectiles. Are you going to initiate these actions on the server on the next update? Or will you get the projectile's position from the view, breaking the separation of game updates and view?
What if an early, predicted projectile hits an enemy and predicts its death, but is avoided in the next game update because the actual projectile is fired later?
One option is to wait for 2 game updates and interpolate instead of extrapolating. Drawbacks are the artificial delay in view, and the problem of having to make player movement instantaneous, predicting it, resulting in displayed player actions being in the future, relative to the rest of the world, which introduces its own set of problems...
Final thoughts
As you can see, de-coupling game updates from rendering introduces potential problems. Depending on the nature of your game, these may or may not be dealbreakers. Post an update sometime, I'm curious how your approach turns out, whatever it may be.