Is this the same D&D that said
"Thats not a cold iron weapon. No damage"
"Thats not a fire weapon. No damage"
"Thats not a +2 weapon. No damage"
"Thats not a blessed weapon. No damage"
No because you misunderstand how DR#/x & resis#t/X worked. Since you quoted a link to a post that included the transcribed explanation for those from the relevant monster manual & DMG I'm not sure what part of those forgotten mechanics didn't click, here's a handy behind the curtain sidebar
The highest DR#/cold iron I could find was
the CR20 Balor with DR15/cold iron, good resist10/acid, cold & immune electric, poison, fire . Parties fighting CR20 monsters like that should have had no trouble overcoming that DR or still dealing functional levels of damage with something like power attack shock trooper the law/chaos component of such a weapon & many more options before a mere second level
align weapon scroll at the absolute worst possible party makeup & gear whiteroom matchup. Given that the balor used to be called a pit fiend until TSR(?) did some cleanup of tolkein/lovecraft IP names it's almost a named creature specifically designed to be extremely difficult to damage without magic making it a bad choice to explain the system you aren't grasping without going into how a whole bunch of mechanics related to the stuff I noted above as functional partial damage options.
Other creature like the beholder & various high SR high save creatures were designed to be difficult for spells to harm, there's no real singling out of archetypes, just a creature built to laugh at some PCs so it seems silly to use it for an example lesson in relevant mechanics.
If you want DR#/X cold iron
specifically though, parties were more likely to face something like
the cr7 nymph with DR10/cold iron
The CR9 night hag with DR10/Cold Iron or
the CR1 nixie with DR5/Cold iron.
A low to mid level PC like Bob facing those with 18(+4) strength & a simple acid longsword (1d6 slash+1d6 acid+ 4 from str)using average 3.5 damage roll per d6 would deal
7-8 slashing &
3.5 Acid each attack with multiple attacks likely. Those two values are
black bold &
green bold to make it extra clear that they should not be added into a single 10-11 depending on rounding. If Alice with a +2 longsword & the same 18(+4) strength were in the party she would deal
9-10 slashing per attack before any feats & abilities but she also hits more often on her attacks & that really matters on the second attack made with -5 tohit or borederline first attack rolls but it's complicated to model& just hides things so I'm just going to keep mentioning it.
- The slashing part of Bob's attack is going o subtract the DR value because it's not a cold iron weapon & he has not factored in things like power attack shock trooper rage & many many other options that could boost the weapon's damage to deal at least 1 even when rolling a 1 on the slashing against the nymph who would take the full 3.5 acid. Once again there were lots of ways to boost the weapon damage with feats class abilities & so on but that's another more complicated rabbit hole on build choices. Meanwhile Alice is regularly dealing 9-10 slashing each attack before any feats & class abilities boost that number, the nixie effortlessly gets wrecked by alice & she feels good about her weapon choice.
- Things Get more interesting & the DR#/x resist#/X system starts showing it's strength as a component of play as DR rises though the point where it can block most or all of the base weapon damage before feats & class abilities are factored in.
- Bob facing that cr7 nymph or cr9 night hag would find his 3.5 acid completely absorbed but feels good about his choice because the acid is unaffected & he was able to invest his feats & class ability choices in some other area that does not involve boosting the weapon damage like Alice.
- Alice facing them could go a couple different ways & both of them were extremely common to see because players could cheaply & trivially plan for them.
- Option1: She has mundane +0 silver & cold iron weapons just in case & knows that the cold iron is needed from whatever source (experience, a skill check from the wizard talking with npcs reasonable guess etc). She immediately switches to the cold iron longsword or whatever & loses the +2 tohit/damage but deals full damage and she still has her various feats class abilities & so on to boost it so her damage is similar to or well beyond Bob's
- Option2: she has some trash elemental weapons like that flaming staff nobody wanted & the rogue's old ice(?) dagger & maybe an aligned weapon. This is probably less likely unless it's the first time encountering a monster with DR#/cold iron because Alice has a build heavily invested in boosting the base weapon damage, but it's easy enough to carry them just in case something like the balor shows up with DR well into the "virtually immune to physical attacks" range the monster manual sidebar above warns about. Those would all allow her to deal the full elemental or alignment damage like Bob and freeze water start fires etc while adventuring so there are definitely benefits even if not expecting to use them. They might not hit as often as her trusty +2 longsword, but they make a reliable enough extremely cheap backup.
Clicking pixel is the rule not the exception.
That doesn't make it enjoyable gameplay, you gave an example with multiple actions from multiple PCs with what is basically "You triggered my trap card" cascade & presented it as one turn or forgot that it's a turn based game.
I don't play MTG but I'm not even sure if I go I go I go wait no I godifferent You go like that is an option in MTG. Every PC & every monster gets a turn before anyone gets a second turn. The numbers you suggest are too big for the sort of nuanced build & gear backed choices that Alice & Bob show above. Worse is that they are so enormous that the math shatters the game & they become a required to trivializing component of combat or they don't break it & aren't really common enough to bother with.
I probably should have been more clear earlier when I asked what they would do in play.