The godot engine tries to ahceive 60 frames per second as best it can. This means most of the time delta = 1.0/60.0, but delta actually represents the time between physics updates. That means if your CPU lags, delta might be like 4.0/60.0 instead of 1.0/60.0, meaning that any movement based on the delta will now move 4 times faster the frame of the lag.
This feature is nice for visual smoothness (a bullet traveling 4 pixel /second doesn't matter if the CPU lagged), but it introduce non-deterministic behavior.