On top of that, locking is faster than most lock-free strategies unless you deal with high contention or deterimistic guarantees (90% of the latter is solved with bounded fifos).
That's a bad example: GPUs are all about shared memory, concurrently accessed by many threads. It's up to the programmer to make sure that there are no read/write or write/write data races.
Ideally, any shared data is immutable (and modifying it would then need to be done in a coordinated synchronised fashion) while most mutable state is only ever owned by one task/thread, with ownership explicitly passed between them as others need access, unique_ptr style. Reality doesn't always match with the ideal though.
For many applications, this is the way I prefer to structure code these days. If you know that the only part of your program that will touch certain state directly is always running in a single thread, a lot of problems just go away, because whatever you do in response to any given message or other signal is effectively an atomic transaction, regardless of any concurrency or asynchronous behaviour you have going on elsewhere in your system. You still need to figure out how your message passing or other signalling infrastructure is going to work and in particular what will block and what won’t, so it doesn’t answer all of the usual questions with concurrency, but it’s a widely useful strategy and it goes a long way toward keeping things manageable.