Yeah, tying inputs to frames 1:1 is a bit dated. It made enough sense in the earlier, single core CPU days where basically all code ran in a single loop (generally: read all inputs, compute how everything should react, draw the frame, repeat; this is why old games tend to slow down when they drop frames instead of just getting choppy) - especially when the CPU had a heavier hand in the rendering process - but that's not really the case in modern game engines. If you want subroutines to run at a faster rate than the frame rate, that's plenty doable.
Just a matter of whether they actually did, lol. It's fully possible it is 66.67 ms now.