move per second, not per frame
Delta time is how long the previous frame took, in seconds. Multiply every speed by it and the game runs at the same pace at 30 fps and at 240 fps. Here the frame rate dips from 60 to 14 fps, and the racer that moves a fixed amount per frame falls behind.
Make all movement frame-rate independent with delta time: multiply every speed by dt in seconds, add dt to every timer, smooth with 1 - exp(-k * dt) instead of a fixed lerp factor, and clamp dt to about 0.05 s so one long frame cannot teleport anything.