The results aren't strange if you understand how the benchmark works. It is not a traditional benchmark that rates based on average framerate, but by being able to not only hit a base framerate level, but also the framerate consistency. So if a card is fast, but has big or frequent drops, it will score worse than it would in a 'normal' benchmark.
What I'd take from that is that if they're using old drivers, it's quite possible the card performed adequately by normal gaming standards, but did not perform great by VR standards, which requires a very consistent framerate, particularly with SteamVR-specific applications, whereas Oculus SDK apps will have asynchronous timewarp applied smoothing over the bumps quite admirably.
Thanks for the explanation.