Do you have any examples? Competitive shooters are one of the worst cases because your server-side checks need to allow tolerances to make up for latency, and cannot be so thorough where they would tank performance. Data analysis can work but there's a wide range of cheating styles to catch and you wont be able to catch them before they ruin the fun for a lot of people.
Any time I am playing a game of CS I can head over to someone's steam profile and replace .com with .rip and the website will show me a breakdown of a person's stats, based on a few statistics over a few games will instantly show me if this person has red flags-based time to damage, how often they win a clutch and how good their aim/recoil control is. That already narrows down about 50% of cheaters very easily based on the past 20/30 games of data
There was also a huge regression from CSGO->CS2. There used to be a feature that would not network players if you could not see them, this was completely scrapped and now cheaters can see where you are at all times meaning that if you are closet cheating, you can always have your best player follow the bomb.
Pretty much any service with a strong client-side anti cheat then relies on manual bans for people who slip through the cracks which is the most effective system for dealing with that.
CSGO had the overwatch system but that was pretty useless for all but the most blatant cheaters