I guess it depends on how the sine behavior does the math internally.
But instead of finding a way to look at the workings of the behavior, and maybe finding a correction you could just do the sine motion directly with math instead.
It’s fairly simple to do it in a way that I’d frame rate independent. Here it does horizontal motion:
X = startX + magnitude*sin(time*360/period + offset)
I suspect the sine behavior moves objects in a more relative way since you can use it with other motions.
This would do it in a relative way but still be frame rate independent.
Previous = current
t = t + 360/period* dt
Current = mag*sin(t)
X = x + current-previous
As I said, the behavior must do something different.