You seem to have focused on the wrong point, though not knowing the games I mentioned would cause confusion I guess. Two of them are multi-player third person shooters.
My one and only point is that 100ms (or more) is a completely normal ping for about 70% of gamers on many servers, so if you have a networking model that makes the game functionally unplayable (ie server side movement only), I would say that’s a bad design. The only games I have played where server-side rules and there is no client side, are games like DOTA2 and Lead of Legends, and they aren’t so bad because input is mouse driven, so the visual feedback of moving the mouse and clicking is still instant, its just the player pawn has a delay before responding.
For my own project I tried many variations on physics multilayer, and short of server-only movement which felt like wading through treacle on anything but a LAN, you’re left with options that simply de-sync and cause horrible movement issues. In the end, I resorted to using the standard movement component, which is physics based internally I believe, which handles client & server side movement all wrapped up for you, with client side predication and sync, and works lovely even up to 300ms. It’s slightly limiting if you wanted to apply complex custom physics but there we go, that’s the trade off.
Of course high ping degrades the experience, but there is a difference between “degrades” and “I can’t play this”.