Earlier quoted context omitted.
No, I'm explaining how most games work in practice. You're right a game could be made that works that way. I'm not aware of one, but I don't have exhaustive knowledge and it wouldn't surprise me if examples exist, but that was not the question.
I would not at all be surprised that there are examples out there, although I don't know of them. Tying the game state to the render loop is decision made very deep in the game engine, so you'd have to do extensive modifications to change any of the mainstream engines to do something else. Not worth the effort. But a greenfield code shouldn't be perpetuating this mistake.
You kind of understand how the game loop is tied to the refresh rate in games like this, though. Practicing "pixel perfect" jumps must be challenging if the engine updates aren't necessarily in sync with what goes on on screen. And in the really old days (when platformers were invented!) there was no real alternative to having the engine in sync with the screen.