I see where you’re coming from, and it would properly solve that issue once and for all.
However, most of the time when I’ve seen cheating, the publisher could’ve done a lot more to prevent it. For example, GTA Online has rampant cheating because it’s all peer to peer. They could’ve fixed that by having an actual server controlling the choices, or at the very least checking what the clients were sending to each other to make sure it was reasonable.
On The Division, where the players were firing huge numbers of shots in an instant, that could’ve been solved by ignoring the extra shots, delaying them, banning the user, etc.
Setting bands for what would be considered resonable input from the client would solve most of the cheating online. It wouldn’t stop rendering on top of the game to see enemies, but then there are 3rd party services that are designed to help catch those.