You will eventually, at scale, be wrong about that. To have full and correct knowledge of exactly how long your code takes to run sufficient to do this sort of scheduling correctly, by hand, in advance of running it, is basically equivalent to claiming that you never need to profile code because you already know exactly how long it takes. And it is well known and established to my satisfaction that even absolute, total experts in a field will still often be surprised about what actually comes out of a profiler, even in code strictly in their domains. You may well be right most of the time... but that is all you can hope for.
If it takes more than 16.67ms to run a frame's worth of update-and-draw, then it does, and replacing "wake up every in-game entity that asked to wake up this frame" with "let a preemptive scheduler manage ~10,000 threads that want to wake up, do almost nothing, and then sleep for k frames, while some master thread waits on a latch until they're all done" seems unlikely to make it any faster. If the logic my server must perform to handle a request is expensive, then it is, and replacing an event loop with a single-threaded preemptive scheduler will not increase throughput.
I'm not sure why it is difficult to do this sort of thing correctly. The scheduler does next to nothing in the "server with connections managed in coroutines" case and probably makes matters worse in the "storing game state in execution states" case. It could have a positive impact in the server application if one routine is secretly going to crash or run forever, in the sense that the other routines will continue running while the problematic feature is fenced off or fixed.