You are fundamentally wrong. FPS has everything to do with, well, everything. Games need math to be calculated every frame, the time the frame takes to calculate changes how you perceive the game. For example, if you didn't implement a delta time into your movement code, your character's speed would be frame-dependent, which would make it run slower or faster on different computers.
Same thing goes for collisions. If your computer didn't check for a collision on time, you might get that collision checked after you moved into a wall, which is how you get characters clipping into walls and then being pushed away. This post has a pretty good fix for that.
I recommend you don't criticize people's post when they're trying to help others, unless the information is wrong. But that requires you to double, triple, quadruple check your criticism.