That's much closer but not exactly the same as the kind of game and musical scenarios I'm discussing. That sounds more like a "singular" or "relatively rarely repeating" pattern/game.
I was simply pointing out that there's plenty of games you can write and play at 60fps, regardless of what kind of lag Direct3D and GPUs introduce, as long as it's constant.
But 60fps is not set in stone: even in XNA you can speed up the game loop (or use a variable speed one), as long as your hardware can keep up. The problem is that higher graphic details are more likely to drive sales rather than a massively faster game loop.
(a hybrid approach, with a faster input loop is technically possible, but it's just a nightmare to pull off)
So yes, you have a point: in some conditions games don't simulate reality faster than humans can interact with it, but that has nothing to do with the technology being used. It has to do with priorities and what is considered to be good enough for the industry.