The point is completely different.
Stutter you mention is caused by game engine rendering and has nothing to do with display.
Let's go to digital foundry:
Bloodborne
Though its 30fps average is technically correct, Bloodborne often produces two unique frames followed by two duplicates - rather than one after another - creating a perception of frame-rate drops throughout.
30 fps - stuttering.
NFS Rivals
As a result, the tweak minimises a problem on PC that's common to console platforms: the frame-pacing issue. Even on the latest patch version 1.01, this persists throughout the 30fps play on PS4 and Xbox One, just as it did in our preview analysis of the game. In a nutshell, the uneven spread of unique frames creates the sensation of screen judder, making panning camera motions appear to stutter. This is despite the overall frame-rate average sustaining the target 30fps mark. It's a curious quirk of the engine that we see in Frostbite 3 driven Battlefield games on PC too, where the engine occasionally renders two duplicate frames followed by two unique frames to cause a perception of performance being lower than it actually is.
KZ Shadowfall
So. Stuttering is caused by poor engine coding and in severe cases nothing prevents you from experiencing the issue even @60 or 120 fps. Has nothing to do with display refresh rate - decent engine, consistent 45 fps = no stuttering.
Don't mix up green and cold otherwise you are trying to prove that 30 fps is superior to locked rock solid 59 fps.