You can still make your update fixed rate, just saying. That'd make things easier.
Well it's a bit unfair that you can just play on a slow pc or purposely slow it down in order to play in slow motion and get a better score :p
It is still the most fair thing you can do. As long as the machine isn't too slow to run the game you have potentially a fair game across all systems. Conversely, if you scale mechanics on deltatime you don't have a consistent and fair game at all. For example Counter Strike isn't fair, the one who can push more fps has a bigger advantage.
The framework I'm using (Nez) supplies me with a stable loop already, and supplies me with delta time. I just need to somehow handle the deltatime in such a way that I can still use my pixels per frame values, as opposed to scaling everything to accomodate for the deltatime.
It supplies you with a variable loop and vsync capability, I suppose. That is always stable. You have to implement the fixed update loop inside the variable loop, so you don't have to scale everything to accomodate for the deltatime. Without a fixed update loop you cannot have a consistent scale per frame as the fps and therefore movement per frame will vary.