If performance was ONLY measured in FLOPs then, you would be making a point.
However, in the real computing world, this does NOT equate to being faster.
The majority of software code depends on fast integer based calculations, not floating point calculations.
In my experience, the majority of time-critical game code is bottlenecked by memory transfers and floating point ops, not by integer calculations. Physics is all floating point, as are all graphics calculations (whether done on CPU or GPU) I haven't done game audio work, so I don't know if that is done as integers or normalized floating point, but music programs use floating point. Any integer work is largely program flow control. Memory transfer is also a huge time concern, and latency can be a real issue if you do a lot of small transfers as opposed to large blocks. The PS3 was notoriously bad at small memory transfer ops.