>>6437192See what
>>6437291 said.
Very, very few shots in 2D animation ever are 24 visually distinct frames per second. For shows/movies that are animated well it usually hovers around 12 distinct frames every 24 on most scenes that aren't action packed, though I've seen some at 14, sometimes hitting around 18 visually distinct frames every 24 during scenes. The higher you go the chances are things are overanimated and just look off and lose any impact of movement, think about those 60fps anime edits you see midwits posting on youtube.
A lot of fight scenes for example often actually have very few distinct frames every 24 if they really want an attack to look like it has a lot of weight behind it. 2D animation is all about your mind filling in the gaps, basically an illusion that smooths out movement on its own. Scenes where there are characters talking without much movement are also usually pretty low for how many distinct frames there are every 24 since they're only animating the mouths, usually.
You can test this on your own if you have a media player that lets you skip one frame ahead at a time to see they have duplicate frames in most scenes, these help make it not look choppy, even in anime that is renowned for it's fluidity, like a lot of the movies are.
Also, going back to that "overanimating part", the gif you posted is a prime example of that. The lower framerate animation on the right more properly conveys the floatiness of the necktie when it's in the air, and the bounce/squish when that sack? jumps up. The left one, however, is much harder to visually distinguish the squishy bounce of the sack when it leaps and lands, and the necktie flops up and down too quickly to give it any sense of floatiness you'd expect a long piece of clothing to have when flung into the air, making it look a little uncanny.