The solution existed starting in the late 90s through the early 2010s. You have a server browser with community run servers who are administered by people who play on the server. Admins notice cheating, the cheater gets banned. You find a server that you like and it turns into an ad hoc community.
Of course that doesn't maximize shareholder value the way skill based matchmaking or revenue based matchmaking does. So the incentives are again misaligned between devs and players, so nothing will get solved.
Of course that doesn't maximize shareholder value the way skill based matchmaking or revenue based matchmaking does. So the incentives are again misaligned between devs and players, so nothing will get solved.