This ignore actual history: anti-cheats started on community run servers. Because the majority of admins are not dealing with cheaters it because they enjoy it, but rather out of necessity. I see everyone here appreciating good admins, not many people are going to be volunteering themselves.
Punkbuster for Team Fortress. BattleEye for Battlefield. EasyAntiCheat started for Counter-Strike. I even remember Starcraft Brood War ICCUP's anti-hack client. You can see this in modern community servers too. Face-IT and ESEA for CS2 have more anti-cheat, not less. FiveM, which modded GTA V for community servers, never worked for Linux even before they added anti-cheat to the full game, because they had their own anti-cheat, adhesive.
Admins for modern game servers are not going to be interested in turning off their anti-cheat. That just gives them more unpaid work for little gain.
This is the exception that proves the rule. When you host your own community server, you control how much anti-cheat is built into it, like GP said. That usually meant about none but manual admin bans, but it could also mean lots, like you said.
Punkbuster for Team Fortress. BattleEye for Battlefield. EasyAntiCheat started for Counter-Strike. I even remember Starcraft Brood War ICCUP's anti-hack client. You can see this in modern community servers too. Face-IT and ESEA for CS2 have more anti-cheat, not less. FiveM, which modded GTA V for community servers, never worked for Linux even before they added anti-cheat to the full game, because they had their own anti-cheat, adhesive.
Admins for modern game servers are not going to be interested in turning off their anti-cheat. That just gives them more unpaid work for little gain.