Why not enough? The goal is just to remove the game's 30fps cap to avoid it causing improper frame pacing. The game is still being capped at 30 by an external tool.
Because the game will still have bad framepacing. You're only covering up half of the issue by capping with an "external tool".
The loading screen becoming frozen side effect is caused by the "Enable Patch" toggle in Misc Tools, not by running the game at 60fps per se. It's entirely possible to do it without that side effect, but in Misc Tools you have to enable that toggle first to be able to use the 60fps one.
I reversed and wrote the patches you're describing. The game uses both the "60fps" and "200+fps" offsets that I found 3 years ago during loading sequences. The 200FPS patch specifically uncaps all components of the engine and thus loading happens a lot quicker. You can certainly force the game to run in the way you describe, but again you are ignoring the countless issues that arise simply by doing so, or that the patches exacerbate which already existed (but were just not that visible before patching).
Also, I can assure you, if you patch the 200FPS offset and then load into a new area, you will be stuck at a loading screen. I have done hundreds of hours of reverse engineering work on both of these games to be able to say this with certainty.
The 60fps codepath is more stable in this regard, but you still have issues.
In the below GIF, you'll see that the 200FPS offset in this example is set to 1 during loading (also occurs during area changes when already in-game, not just from the main menu) and then set back to 0 when loading has finished. The reason I decided to implement the "Toggle Patches" requirement for the performance patches was for this reason. In MiscTools, I force the value to be set only if "Toggle Patches" is set, which should let the game do its own thing. The reason it freezes is because MiscTools is trying to set the value to 1, but the loading screen logic tries to set it to 0 when it completes loading and is unable to do so because of the patch in MiscTools, so naturally the option to allow the game to manage this itself seemed sensible.