Your solution seems to be different than the original question you had, seems like your implementation was incorrect rather than the initial problem being to make Timeline framerate independant, in which case it uses delta seconds making it already framerate independant. Now, I imagine the problem was using the Alpha curve where using Lerp would always lead to interpolating between point A and B in the same time no matter what distance, which means as distance is higher then object movement would be too since it needs to achieve the interpolation in the same exact amount of time.