I don’t think that will work – I haven’t seen any guarantee that timers are more accurate than the per-frame timing.
You could get a similar result by accumulating DeltaTime in the Tick function, and then simulating N times such that your accumulator goes below 0 (or between 0 and your quantum, whichever you prefer.)
But that’s still not good enough, because if the physics itself hasn’t updated between two ticks, it won’t have moved the objects between the ticks, so you’ll just repeat the same step twice sometimes, accumulating twice as much force and such.
If you actually do the movement yourself as well, incudling velocity/acceleration/angular momentum/inertia tensor, then perhaps that could become stable, though, as long as you’re not interacting with anything else that moves. Is that what you’re doing?
One mechanism that I end up using at times, is to cast my rays and calculate my response, not from the “current position,” but from the “position extrapolated forward X milliseconds.”
This means that I pre-apply the current velocity and angular momentum by some amount of time, and then do my world sensing from those positions. What this ends up doing is making the response stronger when the movement is faster, in effect turning up the “D” and “P” terms of the “PID” controller, making it more stable but a little bit squishier. (Which isn’t bad, if you want a sense of inertia in the movement.)