kaktuspo, You are full of pessimism. I looked at the current data of our project for the last 3 months... out of 37876 unique and active STEAM_ID - 24820 have such a unique "identifier" that does not depend on the client...

11214 clients have original STEAM_ID and in case of a ban they will also not be able to enter the server. Therefore, 95% of game traffic can be blocked with 1 single ban. 1644 of the remaining players have 3 or more STEAM_ID having received a ban for any of which, with a very high degree of probability, they will no longer be able to enter the server. They are "glued" by a method similar to DopBan, which you criticize in vain. The filtration level of 99.5% for the public is super excessive, because in order to maintain online, you still have to "turn a blind eye" to some violations.
Public is always a balance between the number of players and their quality. Each project has its own. And to track down and close access to the server to one very "persistent" player with any geographical or network characteristics is a matter of 5 minutes. In this case, buying an unban will be inevitable and it will be much cheaper than using means to bypass the established restrictions. This has already been tested by time.
PS: If Karaulov had not shared the source code of his anti-cheat plugins with the general public, cheat developers would not have been able to implement means of bypassing these restrictions so quickly.