I hear what you're saying, but there's another way around this.Actually, this might be a minor thing but rather the lack of hard save (like manual saving) we rely heavily on autosave and that's nearly messed up some of Nintendo's switch games (i.e Fire Emblem Three Houses' first week that SOFTLOCKS you if you saved at a specific battle) if only we had manual and autosave we'd have more backups with our save despite not having cloud backups. And I know, this might be abused by save scummers but that's the auto save is for (to stop abusing the manual save). But since we run solely on autosaves with no other saving options, we're pretty much gonna encounter a desync if we go online. Sure, rarely, but might be high since not everyone has a stable net and we don't have a server to host multiplayer stuff.
Also constant saving/timed saving could be bad because idek, from what I've observed so far the biggest issue has been the autosave (i.e the recent duping and the failure to properly rollback to the previous save if someone disconnects accidentally or letting the "leaving" timer run out)
Why design the game so that everyone has to be out of menus and sitting through cutscenes for people to enter/leave drop-in/drop-out coop? No other game does this, and they seem to manage their save integrity just fine. I think perhaps a large contributing problem is how they've implemented the online so everyone has to be synced up like this.