Aren’t all of those exactly the features of a CRDT?
Regarding cheating and bad network, you still need all the same client side stuff and to define the conflict resolution policies into the CRDT, but the rest of the needed features (e.g. consistency, rewind, replays, etc) are all part of CRDTs.
Most games don't require merging of divergent state like in a CRDT: there's one, single, linear history of events mediated by the server. CRDTs are overkill for this use case, and something like optimistic concurrency control by the server is usually much easier to reason about and implement.