For anyone that doesn't understand why this matters, the CPU still needs to prepare the full scene before sending it over to the GPU for polygons to get rasterized and shaders to get calculated. Most of the time the CPU does all of the physics as well. So even if GPU render time goes to 0ms, 2ms spent by the CPU per frame means 500fps is the best you'll get without a better CPU or better code. And I suspect game devs aren't looking to shrink their budgeted CPU time just so someone benchmarking can see 1000fps.
CS:GO also doesn't use any of the new approaches that reduce CPU time in those operations and more effectively saturate the GPU. Compare CS:GO against Doom:Eternal, which runs at high fps while providing massive improvements to visuals.