Again you're conflating netcode with game rules. The players don't know of any rollbacks. That's not part of the game, just the implementation of the client.
The comment was that (surprisingly) all games are single threaded and feel very turn based. Even real-time games.
This was not about players. It's about the implementation.
I also don't know what you mean by "games are single threaded and feel very turn based". Games are usually not single threaded (insofar as most games run on multiple OS threads). If you want to say they feel single threaded, then it might be because the screen emits one frame after another, and you can influence the next frame by your action? But I don't know how that is an interesting insight and it doesn't seem to have anything to do with how games stay in sync.
You might have something interesting to say, but I wasn't able to learn anything from your post. Add to that the slightly accusing tone of it ("again conflating") I can't help but be annoyed.
Most game logic is indeed single threaded and most multiplayer games are single thread authoritative. Because the logic is single threaded it can feel turn based because it has to handle things in a time sliced way.
The game logic doesn't have to be single threaded but it should be deterministic I guess.
But anyway, this is like the most basic insight and doesn't touch what I said at all. It does not explain how games stay in sync, unless you go back to shitty 90's lockstep netcode.
The comment was that (surprisingly) all games are single threaded and feel very turn based. Even real-time games.