AriemastercomsWhat causes you to say that? Curious what you exactly mean by "state of the source server engine".
These are 4 non-default, very rarely changed variables on a 10 year old engine that no longer gets a lot of love from its creator.
If they work, only 1 out of 4 (clock correction) has any bearing on competitive play, the others are the concern of server operators, who should prefer sticking to defaults (used by nearly everyone) instead of rarely used (threaded) optimizations.
As a server operator I favor stability over changing variables that hardly anyone else runs. That way when one of my servers crashes, it's more likely to be something a lot of server operators have already seen, instead of some rarely unknown network threading bug in the orangebox server code.
League configs should concern themselves with settings that affect competitive play, not try to do server optimizations nor change server names and passwords.
Just because the engine isn't updated doesn't mean variables magically stop working.
sv_clockcorrection_msecs was changed to 30 in CS:GO, and is set to 0 in many CS:GO competitive leagues. It definitely works in TF2 too.
The other ones were optimizations that I agree should be server preference, and not part of a standard competitive config. However, optimizations can affect tickrate and thus networking reliability so the stability should be at least investigated to see if they can be used in normal competitive play.