Profiler and android device show very different framerates

I’m making a 2d game and have had some horrible and frustrating performance issues.
I have a simple scene with one realtime light, a background image on a plane (so I can bake lighting) with a Legacy/Diffuse shader (since the Mobile/Diffuse shader doesn’t work for realtime point lights).
6676771--764818--upload_2020-12-31_23-33-4.png
[The red light is baked, the white light is realtime]
When I create a development build and run it on my Android device with Autoconnect Profiler, the profiler shows I have 60 fps but I can clearly see on my device that its running at 20-30 fps.
Here’s a sample frame


I’m fairly confident the profiler is simply wrong, since the FPS counter on the mobile game is 20-30 and I can literally see the slow movement of the frames.
How would this be fixed?
Additional notes:
Editor version: Unity 2021.1.0b1.1725
Picture of Player Settings (I’ve modified them a decent bit trying to get better performance)

I already set Application.targetFramerate to 60.
Is it just simply impossible to have a single realtime point light on mobile with 60fps?
Also note that I tried using URP and Point Light 2d before but I couldn’t bake 2d lighting for Sprites materials for some reason and the performance was equally bad, so I moved back to the Built-in Renderer.

I don’t really see how the profiler could be wrong here and the timeline view looks pretty normal to me for a game that is vSync bound to the highest possible framerare it can run on on a phone, I.e. the phone screen’s refresh rate,in this case obviously 60hz/fps.

I’d more willing to consider that the fps counter you are using might be based on some funny math that might’ve worked pre Time.deltaTime smoothness getting fixed but not since.

Stuttering movement quite often comes about by faulty script execution order, faulty use of the different Update/FixedUpdate/LateUpdate methods or movements that aren’t properly decoupled from the frame rate using e.g. Time.deltaTime.

If you could share how your fps counter currently operates and give some .ore details on the stuttering and your movement script setups I could try providing some pointers.