The problem with 'stuttering', at least when presented by outlets like DF who I trust to correctly identify it, is that the frametime disruptions are far in excess of individual frames - this is why VRR can't smooth out the console framedrops, the ms disruption may only present as brief blip on the realtime framerate counter, but the actual 'feel' of the drop is far more drastic.
I play all my games on a 60hz TV and I've never had a game that has known traversal/shader stuttering be rectified by just having a 60fps cap. For the sake of covering any angle yeah it probably should have been mentioned, but aside from the camera stutter I doubt a framecap would really materially affect the actual stuttering issues of the game.
In line with what @Remij said, I think we all agree that shader and traversal stutter generally won't be solved by frame rate caps but at least some of what is being shown here seems to be more general frame time variation which definitely can be solved by a cap.
A great recent example of this for me is Days Gone which we recently picked up. Unlocked it runs at something like 80-90 fps but it's pretty uneven with some pretty big spikes that are definitely noticeable during gameplay. I locked it to 60fps with RTSS and it was absolutely perfect, every frame locked to 16.6ms and smooth as butter. Tested under the same circumstances as Suicide Squad though and the conclusion would have been similar that the PC version stutters more than the console.
I do take note of John's comments on Twitter that even with a cap the PC stutters more, but is that at matched settings or with the PC maxed out, because as noted in the video, if RT enabled (a setting the consoles lack) makes a 12900k drop into the 30's, then it will certainly make a 7800X3D drop below 60.