The problem in big part stems from the business culture upstream. They're trying to produce a game, but what they're
really after is
e-sports money. They design multiplayer to be about organized pro play, which brings in all the cheating problems of professional sports, so they end up subjecting
every player to e-sports-grade security like those anti-cheat systems, despite 99.9% of the player base
not caring about pro play in the first place.
This is the worst possible combination: players are forced to accept first-party invasive rootkits that are disruptive and ineffective, while cheaters still cheat.
IMHO the only sensible solution is to separate out e-sports angle from the game itself. People who want to "go pro" would be free to subject themselves to anti-cheats and drinking verification cans and past some point might as well buy company-authorized computers to play on. Everyone else should just be allowed to play casually and enjoy the game without the anti-cheat nuisance (and a looming threat of false positive).
With main incentive for serious cheating separated out, non-pro players would only have to worry about griefers. Those are a problem too, but they can be dealt with by simpler and less invasive measures than a kernel-level rootkit.
As it is, AAA multiplayer games are basically like if FIFA was to micromanage Town Recreational Leagues and hold them to the World Cup standard, because cheating is a Big Deal so every kid needs to take regular blood tests before the match.