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The main cause seems to be how the Odradek functions (if you use the Odradek pulse while a benchmark tool is on, you can see how the FPS drops for a second and the CPU usage goes up). Because every little bit of the ground is flagged with a certain "terrain type" that the Odradek needs to identify instantly, your CPU needs to keep track of all the terrain types around you at all times, as well as display them all individually when you use the pulse, not to mention the other gameplay systems, like how each terrain is supposed to affect Sam's balance, the physics of your cargo (physics are notably CPU-bound), and every graphical effect onscreen.
I'm not saying they couldn't have optimized it more, specially because the game doesn't seem to use every core available, but I wouldn't go as far as saying its "poorly optimized", very few games can actually use everything your CPU has to offer, and sometimes its not the fault of the devs, multiple logical cores processing the same bits of information can lead to instability and unpredictable bugs.
If anything, Death Stranding is one of the most well optimized PC ports in recent years, I remember when it came out, even people with low to mid tier PCs could run it with no issues (friend of mine played it on a RX480 with high fps). The only way to get rid of these dips would be to increase the single core performance, which the industry isn't too concerned with atm.
I guess how much it affects your game is a bit of a gamble, I played it on a Ryzen 5 5600 + RX 6600 (1080p, maxed out) a few years back and had no issues. The fps dip when using the Odradek was almost unnoticeable. I guess try locking the fps at something lower, like 80. Its still gonna be pretty smooth, but maybe you won't notice the dips as much.