Got link to an article that defines or explains the type of network replication you are talking about ?
Networking code in games tries to do a lot of neat tricks. It tries to predict where people are moving, so it seems on your screen that everything is fluent. This can cause small inconsistencies. But there is no real solution. In a distributed system, with noticeable transmission delays, you can't make everything act as if it is happening simultaneously.
Even if a game would try to make sure that everything happens at the same time for every player (and thus keeping ping in account), there is still a difference between the guy who presses a button and fires a shot, and everybody else in the game. So "every connection being as slow as the highest ping player" still isn't a solution.