Overwatch has a 63Hz tick rate over the internet.
Every game is going to be unique and gameplay structure has a huge impact on your data rate. We had games back in '97 like Subspace[1] that handled hundreds of players in the days of dial-up and 200ms+ pings. Generally if your data rate per-link goes above 10kb/sec you'll start to see degradation of jitter across your userbase. There's smart ways to handle that but if you want to do a fixed-tick you run up against that limit really quickly.
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Other games will do smart things to keep skill high and tick rates low. CS(but not CS:Go that I know of) used to famously rewind time based on your latency so your view of the world was accurate, but lead to fun behaviors like rubberbanding as you got shot around a corner(due to movement speed slowing down at that past point in time and the game having to reconcile it with the current timestamp).
[1] http://www.eurogamer.net/articles/2016-08-12-looks-like-bliz...
Compare that to say, fighting games which are very reactionary and very hard to run over any latent connection without some seriously complicated netcode involving time rewinding.
It's also not actually why you rubberband - that's just caused by your own latency (moving while already dead). It does mean you can get hit after moving behind a wall though.