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Should not be to hard to do....
"use another method" kind of goes against the idea of Steam providing it themselves.
Because games have to be coded to support the API that allows it.
https://partner.steamgames.com/doc/features/cloud
Sure, you can always do things yourself. Before I uninstall a game, I also check the cloud status to make sure the current saves are on Steam -- and if it doesn't have cloud saves, I decide whether I want to keep a backup of the saves, or not. Yes, uninstalling doesn't remove saves, but for me this is the time that I use to decide that, because after that the game is off my box.
And he's right about one thing: the Steam Cloud Setup is DESIGNED to work without actual support from the game itself -- it checks for new saves in the cloud before actually launching the game, and it updates the cloud saves after the game has finished.
HOWEVER, there's also the abuse problem. Steam relies on the publishers to configure the cloud saves, and only does it if the publisher did it. The assumption, of course, is that publishers configure it correctly, so the actual game saves are stored in the cloud. I'm guessing there was also some hope that publishers would add configurations for existing games too, not just new ones.
Letting people add configurations opens up the whole thing for abuse, since I could basically declare anything to be the save-file for the game, and just use Steam to backup whatever.
Of course, I could do the same with official cloud files -- Steam can't check whether the file that was designated as a save file actually contains game data, or something I just stored there. Steam COULD require publishers to provide server-side code that checks the validity of save files, but I suppose they are willing to take that risk in favor of making things really super-trivial for publishers. They are not, however, willing to take the abuse-risk to the next level by letting users designate anything as a "save file".