Why is NetworkManager.Singleton.LocalTime not synced better?

If I do

float t = NetworkManager.Singleton.LocalTime.TimeAsFloat;
Debug.Log(t);

in the Update function of a NetworkBehaviour why is t not synced at least to the tickrate or fps?

I get (on same device, two clients):

i.e. about 0.18 seconds (or 180 ms). Shouldn’t this be more like 10 ms?

Any help would be appreciated.

(I am using tickrate 120, and getting fps 140)

Update:
One of the client is running as Host. Could this be why?
If so, is there a time that is synced between all clients, including host?

Nevermind – using ServerTime fixes this.

You are aware that this generates four times as much traffic as the default 30Hz? Just raising awareness that this isn‘t just a CPU issue and hardly any networked game needs to tick that fast.