After sculpting you can maybe use: Unwrap > Project from View (Bounds), but it all depends on how you are sculpting (3D or 2D).
If you have an Unwrapped Plane:
and move the center Vertex, you distort the checker pattern:

If you subdivide it first like this:

and move another Vertex, it will (and should!) still deform:
This is expected and wanted behavior! (But I can understand your confusion and hopefully have helped you understand what is happening and why a little better….)