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Well, the thing is, if the physics or render steps (not necessarily the logic) don't advance there's no change in the world or the screen buffer for the pc to show you, so, that's what those frame counters are showing, not how many frames the screen shows, but how many frames the game can output after it finishes its calculations. You can also have a game running at 200 frames but your screen at 60.
So, when someone unlocks the frame rate probably they just increased the physics steps per second which has the unintended consequences you described because the forces are not adjusted to how many times they're being applied now.
And a bit yeah, if you know your target is 30fps and you don't plan on increasing it then it simplifies the devlopment of the physics engine a lot, since you don't have to test for different speeds and avoid the extra calculations to adjust the forces.
Finally a correct answer!
Back in the day game logic was calculated each rebder-frame, because the hardware was too weak (say, C64).
Not tying the framerate to the logic "frames" makes for smoother user experience when the world gets hard to draw and your screen framerate goes down but your logic "frames" are still ticking on at the same speed.
Locking those two together today has no meaning with the possible exception of small simple cpu hand healds (say the Nintendo DS for example).