I totally agree that the online requirement is obstructive and pointless (I've been saying so since 2016 when I had to deal with 3 months of constant connection drops), but I don't think - I could be wrong - that was ever the 'excuse'.
I think it's mainly a hangover from when the game was built as a kind of GAAS that delivered levels episodically. They were using the data to tweak levels on the fly and to help design future episodes/content.
Probably difficult/not worth it to scoop it out this late in the day, though they will eventually need to deal with it if they want the game to last.
At least, that's my take.
I agree entirely with that, its purpose was definitely for data analytics to drive level development and deploy Elusive Targets for example (something IOI still have not talked about for 3). Anyway, I don't that's ever been well communicated in terms of its intended benefits to players.
https://azure.microsoft.com/en-au/resources/videos/hitman-and-azure-v1/
For more context, there's really no reason whatsoever for online only to feature in the WOA's final instalment. The non-episodic launch approach has been in from 2, ET release schedules plus content went to shit for 2's maps, and multiplayer functionality was dropped during its lifespan.
So, we're left with suggestions that online only is needed for leaderboards. The leaderboard scores in WOA are too heavily weighted on time taken for completion, and I'm sure nothing will be done to enforce this vestige of a useless system once cheaters hope on.
I've got no doubt Hitman 3's content and levels will elevate it above 2016 and 2, but it's frustrating to see these lingering issues remain while things like making improvements to contracts creation and mode haven't even appeared to have been looked at.