As a developer let me just say no.
NO.
A lot of engines tie logic to framerates. What you're asking for is a total dismantling and re-haul of several engines just for the purpose of...being able to take advantage of a console that only existed on paper when the PS4 launched? A game that will have been several years old by the time it releases?
I can assure you that's not the case in any modern game or engine.
That's now engines ties logic to framerate these days.
Yes, it's still quite common for engines to have a the update loop in a constant rate, because it makes physics calculations way simpler (to model mostly), but no one does by locking it to processor cycles or any of the old stuff that usually locked the game to a single architecture. Specially now when even on consoles you can't count on having the same resources available 100% of the time.
Games and engines that have logic tied to framerate do so by ensuring that the update loop is called exactly 30 or 60 times (or in whatever framerate) in a second. If your game never slows down, that's easy, just keep calling the update loop every fixed mileseconds and you are good to go. For games that have slow downs they usually counter that effect by reducing the wait time, calling one, two, three or whatever extra updates loop they need before the next draw call.
If they didn't, anytime you saw a slowdown in any game the logic would go kabum, because even for the designed console framerate could vary.
So unless 100% of the Ps4 games have a completely locked framerate there's definitely improvement that could be had with the pro, not doubling the framerate by itself, but making sure no slowdown ever happens.
Which again is perfectly possible, and we are seeing already on xbone running 360 games, and the S running xbone games, without requiring any patch to accommodate the extra power.
Remember when onQ was talking crazy about about FP16?
Pepperidge Farm Remembers
They name dropping fp16 does not equals to what you were saying. You said they could almost effectively double their processing power by using fp16 and no one is making such claim. They are not even passing it up as a big deal, they are only saying that if your game already uses fp16 for whatever stuff it will have an increased throughput.
Your original claim that fp16 would make the pro gpu punch above it's heigh is still largely unverified. There are not a single title that would make you say that Pro shouldn't render it in 4k native but it is and on the other hand there are games having trouble in even doubling the resolution compared to Ps4 (As the article even says, from the 9 games doing checkerboard rendering only 4 managed to double the resolution). So in a sense, the paltry bandwidth increase is making the Pro gpu underperform if anything.
I really liked to hear about the extra buffer for tracking polygons and objects, it seems it makes IQ very high at a low cost, which in turns reduces the effect of the upscaling.