Blizzard PLEASE add an Motion Blur option on the engine

I think you may be confused about the purpose of the feature. It has literally everything to do with tick rate. I suggest you re-read the article that describes it. What I mention it actually the first paragraph of the post:

The problem is that the simulation (tick) of the engine is fixed but the rendering is interpolated and variable. The location where your camera is facing and the recorded location of where you shot were seen differently between the two threads in the engine. Under normal slow-moving conditions, the difference between those two is very small, and thus you wont notice much of a difference. but during very fast flick shots, those two points can be very far apart. This gives a disconnect from where the user thought they clicked, and where they actually did.

You died in the clip above because the replay is not accurate to what happened, and he clicked your head quickly enough that the replay was unable to record it with a high enough precision.

The replay isn’t accurate because mouse input is not recorded at the same rate as on the client, therefore some data is missing and interpolated.

No, I’m saying you should have pristine precise frames because it allows your brain to see more detail. The higher the clarity and distinction of the visual, the easier it is to keep track of.

There is a pretty important distinction here. Visual representations of the meshes are always confined to the hitboxes. They are designed such that if you shoot at the visual, you achieve a hit, but then also give some leeway. Yes the interpolation and rollback does provide some inaccuracy here, but using per-object motion blur degrades the detail of the information, which in turns degrades the precision of your shot. By adding motion blur to the mix, you are effectively losing visual information that can help determine the current precision of the hitbox. The tradeoff is that the animation and movement will appear smoother, but smoother in this case reduces the accuracy of the data. Any rendered information that is post processed is, by definition, not accurate to the original mesh data.