What I am saying is that this CPU will not limit the system to less than 60 FPS.
There is no CPU made that can maintain over 60FPS in all gaming conditions. Yes, even an i5 haswell will dip below 60FPS in some conditions in some games.
At 5ghz, a haswell i7 will dip to as low as ~40FPS in WoW Raids, 20FPS in Tier 10 RoboCraft Battles, and less than 60FPS in many other mulit-player RTS, war, and simulation games in severely congested conditions or with very high view distances active. In these same conditions, the i5-4460 will dip ~30% lower. GPU selection and detail settings are largely irrelevant here as these CPU bound performance limits can not be overcome by any GPU or visual quality setting options (the exception to this is where different API implementations and optimizations effect compute bound performance). A GPU can not render frames for which there is no base data for. Performance originates with the CPU.
I'm happy for you to post a link to a benchmark that shows a situation where a system with this CPU cannot meet average 60 FPS....
The conditions that cause even high end CPU's to bottleneck performance to <60FPS, are not readily benchmark-able because they are not repeatable. They are typically multi-player conditions that could never be replicated precisely enough to generate an accurate benchmark.
If you want to find this information for multi-player performance, we have to turn primarily to user reports in game forums who run FPS monitoring software while playing MP games.
There's a bench-marking "bubble" that many hardware enthusiasts get sucked into. It's a vortex of misinformation because it contains almost entirely single player test sequences that are largely GPU bound. This benchmarking bubble is not representative of real multi-player performance characteristics. The benchmarking "bubble" also has the effect of causing those who focus on it, to associate GPU render performance with FPS performance, rather than visual quality. This is a common mistake because when comparing GPUs, review sites use FPS as the yardstick to compare render throughput of GPUs, but in actual implementation, users will adjust visual quality to achieve their FPS goals anyway, so GPU render throughput winds up manifesting as a difference in visual quality, not FPS.
Most CPU benchmarks of multi-player games are not performed in heavily congested conditions. but there are a few places that have figured out methods that seem to generate somewhat useful results...