What I don't understand about your idea is that netcode as far as I understand is way more complex than you make it seem. The netcode for something like a MOBA or MMORPG is drastically different than the netcode for a much simpler turn-based game. They have elaborate synchronization mechanisms to make the illusion not break-down in various ways due to latency.
And then even for simple turn-based games, there has to be elaborate fully-decided like state diagrams for all the various types of disconnect and latency states so that gameplay doesn't desynch or hitch in awkward ways.
And then even for simple turn-based games, there has to be elaborate fully-decided like state diagrams for all the various types of disconnect and latency states so that gameplay doesn't desynch or hitch in awkward ways.