So, why is it important to have a fixed deltaTime? Except in cases where determinism really does matter. I.E. lock-step based networking. Why is this important?
Because without fixed deltaTime, if the framerate is too low, you can't jump in Quake. With the "new algorithm", in the 3fps example, you still have to luck out and get a tick at the right time.
And with a constant delta, if you choose it right, it can be easier to get collision detection right. You can possibly get away with checking if two things are colliding with each other right this tick instead of checking if they might have run through each other between ticks. With variable delta, if you want to get it right, you might have to check where things where half a frame ago and such, and at that point it might be easier to just check more often instead.
And I think you should probably ask the same question about variable deltaTime. Assuming that coupling rendering and game logic is not some best practice that you should default to, why would you want variable deltaTime? (There may or may not be some good answers to that, and maybe it totally depends on the game and so on.)
Constand delta time does not solve collisions. You should always be using continious collision detection for things you care about, or eventually something will go to fast even for fixed dT.
One good argument for variable dT is if you do enough logic such that game time may be a major performance bound. If on a machine that is running fixed dT cannot perform all computation in the allotted time, then the game will get behind schedule, and how do you resolve the problem of having a wall clock 10, 100, or more frames ahead of simulated time when you can't keep up. In that regard variable dT degrades more gracefully.