That is a throwback into the pre-Steam horrors 20 years ago.
I gamed a bit on my Apple ][, but PCs were always for work.
But I got my triplets a set of laptops when they started primary school, mostly as an incentive to read and write and play educational games: those iGPUs were carefully chosen so they couldn't run anything too graphic.
Most of these games came on CD-ROMs, but soon included all kinds of copy-protection nasties, so that after installing a 1st game, the 2nd typically corrupted the entire Windows installation, which I then had to re-do.
I became reasonably efficient at rebuilding, but it was still a huge time waster and copy-protection removal tools and application image deployment tools were only ever half-baked.
Steam was the godsent, that eliminated all that other copy-protection crap and made games a fun experience on PCs, especially since I didn't have to buy games three times for one set of triplets: the more educationally oriented stuff wasn't multi-player.
Anti-cheat is like anti-virus, fundamentally an Emil Post Correspondance Problem that fundamentally cannot really be solved, while the dirty hacks employed as counter measures cause more issues than they solve, especially when not gaming.
But before this gets any worse: unconditional, life-long full money back returns for any game that employs anti-cheat must be the minimal legal base line, that can't be negotiated away by any vendor "license agreement" or similar.
Regulators, start you engines!