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Easier to code. You don't need to worry about render interval and tick interval, as they're both part of the game loop, resulting in a lot less code.
Once computers became too fast for this to be a practical approach, tick intervals became more common. That way, the Game would run at the same speed on any computer that was fast enough.
After a while, as graphics generally became more complex, it became apparent that the game logic was rarely what was taking up much of the calculation, so to avoid graphics slowing down the entire game, render intervals became a thing. Basically this allowed the game to run at normal speed, at then just let the graphics update as fast as they could if it couldn't keep up.
To make this maybe a bit more concrete, without decoupling them, your game logic will look basically like this:
For these things to be decoupled, you suddenly need them to run at the same time, which means you suddenly have to deal with multiple threads and inconsistencies in the state and whatnot.
If you're using a proper game engine, these things are typically largely solved for you, but especially in the 80s, you wouldn't have game engines that you could just use.
also, if a game relies in a complex physics engine, the physics simulations has to be done with a stable interval and FPS, which means it had to be decoupled from the rendering (which was not stable and depends on what you are drawing)
Doing this wrong is how you end up surfing on a box in Gary's mod.