The cardinal sin: allocating resources inside of your render thread. A _seventeen millisecond_ wait because a committed resource is being created and this needs an OS level lock on PC, unlike consoles where you have your physical address space carved out for you. And then there's WaitForSingleObject() - on an interactive thread this is rarely if ever justified with a timeout other than '0', aka testing a sync event.
The highlighted section is a series of waits each around a millisecond or two, but they add up - main thread waiting on async loading thread, probably the traversal stutters
@Dachsjaeger
and others mentioned. Six hundred milliseconds of CreateCommittedResource() calls, how many committed resources does one title need has no one heard of suballocation ffs It's waits and context switches all the way down. This 977ms one takes the crown - that's like, what, 200 frames of Doom Eternal?