It is how DirectX works. The call to present that ends the stream of the commands to the GPU and tells it to render causes the CPU to be stalled waiting for this to be possible. This causes a backpressure into the game engine as the next simulation can't start or at the very least the next frame can't be started to be processed until it returns. It has been used by GPU makers to frame pace games as well to avoid stuttering.
So its not just some games, its all games its part of the core of how DX works.
So its not just some games, its all games its part of the core of how DX works.