Nothing Construct 2 does escapes the games being run as HTML5 (+ WebGL where available), it can be wrapped in an APK for distributing but all that does is put an APK of a reduced browser (made slightly better for games) that has your game inside of it. I believe GameMaker: Studio has native export to a variety of platforms including mobile.
Newer phones and computers seem to handle HTML5 + WebGL better, but there is indeed a long way to go before the wrappers and exporters can truly perform well with HTML5 and WebGL games compared to native games exported from certain other engines (and like szymek says, with Construct 2 we are often waiting for Chromium [Google!] or other third party things to update). Mobile is probably a good target as people often get new phones every few years (old one breaks, contract upgrades, etc), so you will get a greater percentage of people on devices who will be capable of running HTML5 + WebGL games much sooner compared to desktop (where people can still be using Windows XP, pentium 3, low RAM, 10 year old graphics cards, etc and then blame your game when it runs poorly, despite WebGL itself only releasing 1.0 in 2011!).
Older devices will probably not be able to play your games at all once the game is too large, that is partially if the code isn't optimized in your events, and partially because the moment you drop below 60fps (from my experience on PC) you will probably find things like the Platform behavior bugging out in weird ways (eg: falling through floors, jumping higher than you are supposed to, and so on).
Edit: From the sounds of it "Set Minimum Framerate" was added to C2 lately, which should fix the problems of unreliable collisions!! https://www.scirra.com/forum/dear-ashley-a-big-giant-thanks_t150026