There just aren't many modern multiplayer games where slow players can negatively impact the experience of others, and that's because the industry has learned how terrible the experience is.
And that's for players playing in good faith on bad connections - abuse by inducing latency was a big thing in the past. Think a player that runs out the clock when they're a move away from being checkmated.
Basically the only time you'd ever want to operate the system to pause if a player fell behind is during a tournament, where fairness is more important than player experience and they know that going in. And even that, IMO, is questionable.