The audio being processed faster can and will influence how fast each cycle runs. That will then mean extra FPS in at least some cases.
It won't. The main game loop is driven by waiting for VBLANK, which is in simplified terms the analog equivalent to vsync.
The speed of the main CPU in the SNES also isn't affected by the speed of the audio coprocessor. They operate independently from each other, with the CPU providing commands to control the program running on the SPC700.
What it might do, however, is affect gameplay. The SPC700 clock variance is one of the major reasons why Super Metroid tool assisted speedruns had so much trouble being verified on real consoles. IIRC, Super Metroid waits for some sound effect to finish before performing certain actions, and that can cause the game state to differ from the state expected by the prerecorded inputs for that moment in time.
Comparatively speaking, politicians here are pretty inexpensive. It only took one twat a couple hundred million to own the president.