Yeah, I don't think many are arguing (at least on here) this as a 'solution' to the problem this thread was created to discuss, it just helps alleviate one potential source in particular situations - still want to see that 'compile shaders before running' option for every game no doubt. I see some on Reddit/Nvidia forums believe this is a "solution" to stuttering unfortunately, even on second runs that would only apply if the game you're currently playing for some reason created 1+GB of shader caches, purging the previous on every load.
Also of course, there are more reasons for 'stutter' outside of cache compiling. Outer Worlds still stutters like a mofo on my i5-9400, even with a large shader cache after revisiting the same spots. It's not as bad, but clearly that engine has other bottlenecks (wondering if a sidegrade to a 10600K largely for hyperthreading would help to alleviate more of these problems, dunno).
We'll see as it goes, but two particular examples I can point to currently where this may have helped is in Dishonored 2 and D2: Death of the Outsider. These are two games I like to keep around and revisit, and even in between driver changes so often I would see that 2+ minute loading screen when I would boot them up due to needing a shader recompile. Hasn't happened since this driver upgrade and setting the cache to 10GB despite bouncing between games, chances are with the 1GB limit I could have seen it being compiled again.