Back then at least you could do something about it. Now if there's an obvious cheater you just kinda sit there and take your L, and ask people to make reports.
This is drudging up some formative memories. In the counter-strike / TF2 communities you'd have servers that would grant vote kick rights with more playtime and some of those regulars would then apply for mod rights. It worked quite well.
It still doesn't solve the unfair votekick problem. People with more play time, doesn't have necessarly the abilities nor tools to judge if someone is cheating.
Take a look at the trackmania community, some cheaters are caught years later, because they played it smart.
Some cheating can't only be observed by looking at the statistics, or hard proof of cheating being ran.
It's a pub. It doesn't matter as long as it's not obvious aim bots and people are having fun. Besides when it's a 32 player instant respawn death match server you have like 200-300 regulars. That type of cheating was never an issue in those because the servers were always full during peak times and everyone kinda knows each other.
If you were playing on a server you owned or for which you had ban permissions, you could do something about it. Otherwise, you had to hope that an admin was online to ban the cheater. If no one was around to take action, your option was to... sit there, take your L, and ask people to make reports (to the admins). You had the option to hop around between servers until you found one that didn't have cheaters, but is that all that different from just quitting back to matchmaking and hoping you find a match without cheaters?
Edit to add: I'm not disputing that kernel-level anticheat is bad; I agree that it is. I don't think it helps to try and hearken back to a golden age of PC gaming that didn't really exist. Maybe it was easier for server admins to manage because player populations were smaller back then, but that's about all that would have made things "better."