Excellent video, very clear and concise description of all aspects of MS strategy around this.
As always, people need to be realistic about what the tech is, and what its limitations are. Or in this case, how its limitations are imposed on it depending on how the original releases were coded.
What this shows generally is what I've been saying for awhile: Although implementing these sorts of changes are in terms of coding effort minimal, the time cost in creating these enhanced versions is all about the validation stage and whether the original build needs to be touched in order to update it.
It'll be interesting to see how many older Japanese titles will be able to be enhanced in this way, especially ones that didn't launch simultaneously (if ever) on PC. Because this essentially is about coding standards and practices, specifically if at the time of production a higher frame-rate version was ever a consideration.
I'd stress before people get all judgey about the rights-and-wrongs of "best programming practice", you can't fault the coders for not accommodating something outside of the scope of the task they were set. If you're building for deployment on a single fixed system specification, you have set parameters that you can rely on absolutely.