All the frame rates in this post appears to refer to physics frame rates, but Godot makes the distinction between physics and display frame rates, and have separate callbacks for each:
Because physics frame rate is fixed (configured under project settings), I suspect developers would be able to get away with using the common lerp() formula and not having to worry about varying (display) frame rates.
While this is true for simpler games, the author mentions the possibility where we aren't able to hit the target of 60 FPS or whatever, and we get physics spikes on slower computers.
https://docs.godotengine.org/en/stable/tutorials/best_practi...
Because physics frame rate is fixed (configured under project settings), I suspect developers would be able to get away with using the common lerp() formula and not having to worry about varying (display) frame rates.