Small variation might not seem like much, but it really depends on what you are doing in your loop. To put in persepective, running at 50ms a step gives you 20 steps per second. Running at 53ms a step gives you a bit less than 19 steps per second, so about one lost frame. In the span of a full minute you will loose about 68 frames (or about 3 seconds of game time)
If you were making a game heavily based on timing, this could be noticeable for the player. In an idle game that is meant to be left open in the background, this could result in drift. Some things like physics can also end up giving odd behavior.
HOWEVER, there is a bigger concern.
You might want to read this post about update timesteps
Right now you are getting that small variation. What will it be like in a month when you add more code to your game loop. If AI runs an A* algorithm in one, frame or you perform some search in another, those frames will likely not return in the time you are expecting.
Or try running your game on a crummy computer, or one with tasks running in the background.
If timing is important, do NOT, make things depended on your frame rate. The much better solution is to keep track of the time between frames.
For example instead of
x+=3;//Move 3 spaces every step
x+=3*dt;//move 3*dt every step.
dt is the time since the last frame. If the game is running slow, dt will be bigger, and things will move further to compensate.
Edit: milliseconds are typically abbreviated as ms rather than Ms