Those books are like the AI Wisdom or Game Programming Gems books in that they're a collection of different viewpoints and approaches. Some are more mainstream than others. :)
In theory seamless worlds have consistency problems that can be overcome with these methods that are designed to allow complex simulations to proceed accurately and reliably. In practice game developers do not need to care much about most of these issues and they have workarounds for the rest. (eg. anything involving money or very important data can be routed through a single server).
Having said that, I don't think that "block-until-the-slowest-one-reacts" is a problem. The latency between your servers is likely to be an order of magnitude lower than the latency between your server and your players so you have quite a bit of spare time to resolve these issues.
Interestingly, Improbable (https://improbable.io/) are the latest people to jump in thinking that since they've 'solved' distributed physics simulations they have therefore solved online games, probably not understanding (due to their academic rather than gaming background) that the main problems MMOs face lie elsewhere and that seamlessness is a 'nice to have' feature rather than a fundamental roadblock.