I do. And it's not just me. There's a reason many players of fast twitchy shooters are playing either without vsync, or vsync + uncapped FPS[1] (+ the newer "low latency" modes of modern drivers, but mileages vary).
This stuff has already been well understood, A/B tested, and documented back in the CS1.6 days. A CS player who hasn't at least put some thought into it or doesn't care is extremely rare. And CS is still topping the steam charts daily at up to a million or more concurrent players.
People have no issues noticing vsync ON vs OFF (well that's easy) or vsync + uncapped vs capped FPS in blind tests. I challenge you to get a friend to perform a blind test with you to try this for yourself.
There's also a reason that reduced input lag is part of the sales pitch of everything from monitors and GPUs to input devices. It's because people do care (irrespective of the effectiveness of what vendors try to sell you). Hardware manufacturers, driver developers, and game studious aren't putting time and money into this because nobody gives a damn.
[1]: vsync + uncapped FPS is called "fast" vsync in nvidia driver settings
Edit: I'm going to give an example of why these numbers matter in fast shooters.
Suppose you pit two players of equal skill against each other, each having a reaction time range of 300ms - 400ms, and whoever reacts first wins. One player is playing with a total input latency (mouse to screen) of 50ms, and the other with a latency of 30ms (these are typical numbers of vsync on vs vsync off).
The player with 20ms less latency is going to win about 70% of the time.