I'm going to reply just to this, because the rest is a strawman argument you have fabricated and which no one in this thread is defending.
Look at any of the best platformers out there and you'l find that ABSOLUTELY NONE of them use realistic physics and that ALL OF THEM implement Coyote time, ledge help, variable gravity and many other unrealistic simplifications and helper systems. The platforming system of
Super Meat Boy was described, by the developers themselves, as "one big hack".
Mario invented Coyote time, corner help, ledge help...Donkey Kong Country exaggerates Coyote time to the limit when rolling. Celeste? The dev even made an X thread explaining many of these hacks, there are like 10 of them:
And this is just jumping, there are many additional tricks for horizontal movement, both in the ground and in the air.
You can also add Sonic, Rayman, Metroid, Megaman (classic, X, Zero...), Shovel Knight, Hollow Knight, Dead Cells and basically every game ever with decent platforming.
It would feel worse because you'll be removing all the systems and design layers that the developers put in place to make the puzzles more fun and easier to play and replacing them with a system that has not been designed with a focus on gameplay. Like
@RedSpring says, try doing it in real life and you'll see how many things you have to accomodate for to make the puzzle work as intended. Then you'll need to start adding passes of game design to make the solution obtainable, to fight back against false positives, to give hints to the player...
That's what I said earlier, that in order to use raytracing you have to hack the system just to end up doing what you were doing with the original "non-RT" solution, so there's no point in going that route. BTW, I think you're mixing Raytracing and Raycasting: "Raytracing" is used for lighting, while "raycasting" is just emitting a ray to check for collisions,. The latter is a pretty standard system in games since forever. I think Sonic 1 already used 2 raycasts downwards to detect slope inclination and the Zelda light puzzles probably already used it.