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Versions prior to 1.2.16 didn't have this issue but instead suffered from a bug that caused enemies to get stuck on corners. To fix this bug every entity movement in the game was locked to the original games limit of 30 FPS and since the player is a physical entity in this game it restricts the player too.
However, the modernity that is mouselook isn't bound to these movement restrictions so what you're seeing is the disparaty between the movement of the camera and the movement of the player.
The code that simulates player movement in System Shock was extremely complex for its time and even simulates individual steps. For every third step(yes, literal steps) your guy takes you'll experience this disparaty as microstutter.
A proper fix that solves both the microstutter and the stuck enemies-bug is in development but it requires a substantial engine rewrite from the lone dev who's working on SS:ED(and other games) which is why it's taking so long.
For now you can rid yourself of the microstutter by rolling back to a version prior to 1.2.16 (like 1.2.15 for example). Just remember that these versions still has the stuck enemies bug that makes the game a lot easier.
You can also lock the entire game to 30 FPS and play it that way. This will eliminate the microstutter and still allow you to use mouselook.
If you can't stomache locking the game to 30 FPS you can play the game like it was played in the 90s and abstain from using mouselook completely. Good luck!
I was able to fix this by setting the vsync to Adaptive, Halve Refreshrate in Nvidia Control panel. This only works for 60Hz screens, but it fixes the microstutter.