Given Quake and Blood are two entirely different code bases that couldn't have any less to do with each other, you probably shouldn't take much (any) stake in such an analysis. :V
Important thing to remember; Kex ports aren't quite like other games. Kex doesn't provide a physics engine or anything like that, we port in the games existing framework and long, then adapt the renderer and input to use our crossplatform APIs, sort of a step above how the classic Doom port worked (they are the original game using Unity as an I/O shim, even for the software renderer which is just turned into a texture for Unity to render). For Quake this involved porting over WinQuake. For Blood, disassembling the original executable and porting that across.
This is opposed to how other remasters typically are made, like say the Spyro games that were completely remade in Unreal4, including trying to emulate the original physics and behaviours where possible in Unreal's physics engine. It legitimately is a different game.
This is probably the crux of it, the way we handle sub frames appears to be quite different from other ports. Of note, we have sub frames. The host framerate is permanently locked to 60, and then we interpolate entities and the camera for any frames higher on the client renderer. This way we can keep the physics locked without introducing any of the weird physics anomalies that start to creep in at >60 hz. Nobody has really brought up anything weird about our interpolator until now (we originally made it for Forsaken) so it's kind of tricky separating the wheat from the chaff in terms of complaints regarding it. Though I have made a tweak upstream for it that may address an issue with its precision at non-round framerates, as it had a integer introduced in the equation that was potentially stripping off some rounding values. Not exactly an easy thing to confirm though (Sam and I regularly play at 144hz and 155hz and we didn't notice anything particularly wrong).
The vibration you're noticing is probably the elevator still moving at 60hz and without any interpolation. We'll see if there's anything we can do about that down the line. Quake's client/server system makes this a rather complicated issue to address, as the client lacks a lot of temporal knowledge and in fact doesn't even run a local simulation, unlike QuakeWorld and other later titles. Adding client player prediction to online multiplayer was not fun for this. :V