To understand the state of anti-cheat, first you need the context that cheaters are perhaps the most prolific customers of popular online games. They are constantly buying (selling, and trading) accounts. Many developers are happy to employ weak anti cheat techniques like memory profile hashing (EAC, VAC) because they result in ban waves and buy waves, both of which can be controlled and planned. In the case of CS:GO, a ban wave is almost always immediately succeeded by a discounted sale on the game. There are perverse incentives to maintain the status quo in the cheat/anti-cheat war, and this is but one of them.
Take AimTux for instance: https://github.com/AimTuxOfficial/AimTux
This type of cheat, the techniques it uses to scan and alter memory, have been used in CS as early as 2001. This specific project has been open source since early 2016. Looking at the timeline of development in Counter-Strike history, extensive work and outsourcing has gone into improving the graphics, sound, and maps, with almost nothing being done to improve the game's immutability. Hacking is more prevalent, more trivial than it has ever been in the history of Counter-Strike.
The same fate is now true for the history of Quake. QC is likely to launch as a beta with NO anti-cheat, as there only have been vague announcements regarding a third-party partnership (aka, EAC) to achieve it. It is hard to understand if this is incompetence or on purpose, but either way, QC will be seen as a greenfield for competitive cheats, especially as Bethesda has no reputation for defeating hackers.
The truth is that it would take a complete rethinking of game engines to ensure competitive online play is fair. But developers know they would be preventing a line of reoccurring revenue. CS:GO has dealt with the proliferation of hackers by isolating them (offering "Prime" matchmaking that requires grinding to a certain level and tying your account to your phone number), but at the consequence of a lot of new/low-level players getting stuck with hackers.