Done right it would be much better and far more accurate.
Think about it:
The animation data is the same for both clients.
The start of the animation can be the same for both clients (done with sync).
The end result would therefore be exactly identical on both clients for the full duration of the single animation…
Too bad the engine is years behind on Networking stuff (on top of everything else).
You can make the case that speeding up the game speed via a cheat can therefore somehow allow you to cheat - but if you sync the “end” of the animation as well, and there is a disparity your game itself can actually catch the cheater…