Starfield's performance is locked on Xbox, Todd Howard says, causing worry about the space sim on PC, but a God of War Ragnarok dev comes to Bethesda’s defense.
Not doing it also causes issues in the form of micro stutters when some but not other frames have updated physics or not.
Frame pacing is hard, and locking everything down happens to be the only sure-fire way to completely eliminate display issues. But then, of course, you have a locked frame rate.
I'm not in the industry, but I've dabbled in Unity and that's just kind of how it works by default. You create a game object and it gets an Update() function that is called once per frame. You're encouraged to perform calculations and update it's position in that callback.
You're supposed to use Time.deltaTime to scale your calculations based on how long it's been since the last frame.
But that takes effort and it's very easy to just not do that and your game will still work fine in most cases.
Remember Red Dead Redemption 2? On PC, your stats depleted faster the more FPS you had so with 60FPS you'd get hungry twice as fast as with 30FPS.
Iirc even the sun moved faster so a day was only half as long.