If you want to know more about the server performance situation I recommend watching a video[0] about the subject from our lead gameplay programmer.
I'm getting very tired, and irritated so my responses are coming off as unreasonable now, so with a final hopeful breath let me say the following: I hear what you're saying.
Truly I understand that you think that it's super easy and we have so much money that it should be solved.
We don't have the money you think we do, we run on very thin margins, in both time and resources.
Others have mentioned that we should shift the burden of running servers to users, but that has many tradeoffs and doesn't work for many games- especially not on consoles. Especially not in the sheer numbers of users we have.
The issue is also understanding what 'security sensitive parts' are, because what is that? Everything is sensitive, movement, bullets, health, what you see, what you hear, what you can interact with, what loot you picked up, what gun you have equipped and how fast it's equipped, how fast you reload, how many bullets are in the clip.
If you were to stall a client so that the server verified you could do those things then your game is running 1 frame every 20 seconds. That's even if you had infinite performance on the server to make those calculations for the 24 players that can see each other.
It's a hard problem, one I genuinely invite you to solve for yourself, maybe the answer is to make much simpler games like CS:GO or Minecraft.
Or maybe the answer is simple and everyone I work with, both in my office and in the industry of AAA gaming, is malignantly incompetent like the commenters here keep suggesting.
[0] https://www.youtube.com/watch?v=r6Ex29gzqgc