If that's was just the nature of the game, that's not a very honest choice of game. Every game I've bought for myself is in recent memory was more responsive.
This is meaningless unless you can be more precise.
Here's a recent HN thread on the revolution of compensating for network latency in QuakeWorld: https://news.ycombinator.com/item?id=19915698
You can simulate ~instantaneous input with this kind of approach, but not if the input has to travel to the server and back before it's registered locally.
Most people won't care about this, but it will certainly put a ceiling on serious people (e.g. streamers) trying to play popular, competitive games on Stadia.
As someone who used to play fighting games competitively I know that it makes a huge difference if it's sub 1 frame input lag or not. It's the difference of being able to execute certain combos with 1 frame links (basically the time between inputs) 100% of times instead of <50% of the time.
Which is huge in a competitive environment.