It's good as a baseline, and it's easy to test with various engines (just using spinning cubes) but it's not a realistic benchmark. Draw calls and shader/material complexity have more of an effect. For example, if you used instance geometry, you could probably combine 100,000 cubes and render them on a phone. At least I've done that on desktop with over 9,000 FPS (not a meme) so I'm sure my phone could do 90 FPS. And you have to consider draw calls (affected by material state changes). Like 6,000 cubes with the same material work, but you might only be able to do a few hundred cubes if they all had different materials. Also, the shaders involved, shadows, post processing, lighting, etc. Too many variables.