I should have clarified - this is exactly what I meant. Client-side anti-cheat cannot be replaced by server-side anti-cheat. You need both.
I work on an FPS game that is heavily targeted by cheaters (Rust). We do both but we are probably limited with what we can do server-sided because it's a PvP sandbox game. There is no matchmaking and no defined winner or loser to simplify ranking players against each other. It's also high stakes because a cheater can ruin a legit player's hours of preparation in moments. Drawing a line in the data to detect cheaters will catch outliers but there's a world of "legit cheaters" out there who use cheats but limit it to not stand out and avoid being banned.