Also, as a separate matter many implementations optimize around the assumption that the projection from three dimensions to two is done in a uniform, undistorted space. For example the kind of projection that can be fully described by a 4x4 matrix. Changing that assumption loses those optimizations, and generally leads to substance abuse and mayhem.
1. There are actually around 20 lenses in a camera, not one.
2. A lens converts a ray into a cone, right? And then you need to pass that cone through the other 20 lenses which further modify it's shape, differently at different wavelengths.
I would guess this is extremely computationally expensive done naively.
As to why lenses would cause a problem specifically, I don't know the path tracing algorithm well enough to say for sure offhand, but it may have something to do with introducing random sampling before you even hit the first scene object. Usually in ray tracing the first hit is kind of a freebie; you can calculate direct illumination exactly, and it's only indirect illumination that's approximated. (In path tracing, it's approximated by doing a lot of random sampling.) So, not having to approximate the first-hit direct illumination reduces the noise quite a bit right off the bat.
Most modern render engines render rays from the camera into the scene. This speeds up rendering a lot but also means rendering caustics will need a huge amount of samples because the probability of seeing light from a camera through glass is very low. Bi-directional path tracing fixes some of these problems.
So it can be done but always at a cost (rendering times).
In Blender I have done this a couple of times and even used different IORs for the RGB colors to get real world results.