As some people may know, inputs are sometimes "eaten" due to lag. As far as I'm aware, inputs are taken in synchronously in the main game loop based on observation, so this means that a lower framerate correlates to way worse input lag, where one sometimes has to hold down keys for entire seconds so a click or a keypress registers in the game. (I had bad hardware that could run classic in less than 60 fps at the time.)
Now, I know this may have implications on really short misinputs but having the input events read by a separate thread (or process) can mitigate these problems if the target machine is multithreaded and cosmoteer is run with mutithreading support. (rip proton users)