And of course, can’t forget the classic Skyrim pathfinding jank. The number of enemies that would go aggro only to get stuck on a bush or a slight change in elevation while you stand there at a distance peppering their face with arrows until they die.
It might be harder to find an engine from the early 2010's that didn't tie at least some physics to FPS.
You answer your own question! Not remotely to the same extent. Quake, for instance, gave a small advantage for jump height [with high FPS]. Skyrim would outright break.
Also, you've listed three generations of the same family; goldsrc, the child of Quake, predates Skyrim/Creation by at least a decade. Of those, Source would be the timely match. Not even close to the same amount of jank. Just... no. You aren't tricking me into writing lists.
I don't really intend to be critical of Skyrim, like many: I love the jank. It's expected. It's a Bethesda game.
That is to say, the older engines could have been limited by hardware requirements, or maybe decoupling physics from fps is an innovation that appeared between 2004 and 2011. Or maybe they are also jank.
Notably, the source 2 engine (2015) decoupled physics from fps (as I understand).
This only really matters for competitive games though, so it's not surprising it wasn't prioritized.