I did try that and it does in fact work in this case, however it wont work if the platform is moving faster.
Here's my understanding of what's going on: the platform bellow is moving faster than the player can offset its Y, so on the first tick the player is jumping which is correct, however on the second tick the moving platform bellow has moved more than the player has jumped, now the player is slightly inside the platform itself so they are considered "landed" and is pushed out of the platform, which is a normal behavior for the Platform plugin.
Simulate Jump is somehow compensating for that, but the question is how? It can't be a fixed value, it's something else.