While there isn't enough information to make a definite conclusion, here's the best guess of what's going on:
* The game engine's "tic" rate(that is, the world update rate) is being locked at 60hz, or 60 updates a second
* Quake 3 and before this had a lower rate(closer to 20hz)
* A video card can only render a different frame when it has different information to work with
* Quake 3 allowed for additional frames by using interpolation to guess what's happening between tics, and render based off of that
* Doom 3 will not use interpolation; this is because interpolation causes <100% accuracy in movement, resulting in things like "better" jumps in Q3 when you were doing more than 90FPS, where this errors added up
* Because Doom 3 will not use interpolation, there is an absolute maximum of 60 different world states in a second, meaning that there are a maximum of 60 different frames in a second
* Because there can only be 60 frames, you lock the framerate at 60 seconds so that you don't get bursts of repeated frames, resulting in uneven flow(Q3 was always even because of interpolation)
D3 is not a "twitchy" shooter mind you, so even though some people may be able to feel a difference, it does not mean it will be as noticable in a slower-paced game. Oh, and as for benchmarks:
* The typically benchmark method is to either playback a scene, rendering as many frames per second as possible; this relies on interpolation also(since a playback also has tics). The alternate way is to simply have a set number of frames(, and render those back as fast as possible(by having each tic progress after a frame is rendered, instead of basing it on a clock); this is what a D3 benchmark would do