Wait, really? That's odd. I thought the whole point of a deferred rendering pipeline was to
reduce inconsistency by doing all your lighting calculations in one pass on one quad. In forward rendering you have to worry about overdraw - i.e. if you have a model that's half-obscured by another, but you render it first, you still wind up drawing the whole model, including the expensive pixel shader material you attached to it[0]. With deferred rendering all your model is doing is drawing textures to various channels in the G-buffer, which is cheap.
I thought the major downside of deferred was memory bandwidth - i.e. you have to write and read the entire G-buffer with at least 11[1] channels in order to produce an RGB image. That's a cost you pay every frame so it wouldn't hurt frame time consistency.
Meanwhile in forward-land it was the case that your FPS was extremely viewport dependent. Like, I remember looking down at a floor would double FPS, looking at a large scene with a bunch of objects or people in it would tank FPS, etc.
[0] Unless you get lucky with drawing order or sorted everything from front-to-back so that you can rely on early depth testing to kill those pixel draws. Which would also ruin your frame time consistency.
[1] XYZ normal, depth, RGB diffuse, RGB specular, and some kind of 'shininess' parameter that controls the specular exponent. Most practical deferred implementations will also have either a "material ID" channel or some special-purpose channels for controlling various visual effects in the game.
This is also why Breath of the Wild has a weird column where if you stand inside of it Link stops getting toon shading.