At the edges of a triangle, when it doesn't cover all four pixels in a quad the pixel shader is still evaluated on all four pixels to calculate derivatives and at the end the results for pixels outside the triangle are thrown away. Your pixel shader better not blow up outside the triangle or you'll get bad derivatives for the pixels that are inside the triangle.
As triangles get smaller, the percentage of pixel shader evaluations that are happening outside of triangles goes up. In the extreme case if the triangle covers only one pixel, the pixel shader is executed 4 times and 3 results are thrown out! This has started to become a problem for games with high geometric detail and it's one of the reasons why Epic started using software rasterization for their Nanite virtualized geometry system in Unreal 5.
You might say "why don't you just stop doing this approximate derivative thing so you don't have to execute pixels that are thrown away? Are derivatives that important?" The answer is that derivatives are used by the hardware during texture sampling to select the correct mip level, which is pretty much essential for performance and eliminating aliasing. So you'd have to replace that with manual calculation of derivatives by the application which would be a big change.
Most instructions have no inter-dependency between cells. These instructions can be executed by a core as fast as it can on one computing unit until an inter-dependent instruction like dFdx is encountered that requires syncing. The computing unit is put in a wait state while the core moves on to another one. When all the computing units are sync'ed up at the dFdx instruction, they're then executed by the cores batch by batch.
If you want to execute more tasks than this, throw more cores at it.
Also the newer Volta architecture (section 3.2 in [1]) allows independent thread scheduling of threads across warps such that each thread can have its own program counter and stack.
There're certainly sync. See how barrier is used (9.7.12.1 in [1]) to synchronize threads.
[1] https://docs.nvidia.com/cuda/parallel-thread-execution/index...
Suffice to say, the Volta "Independent Thread Scheduling" is only used for compute shaders, not for vertex and pixel shaders.
You're right to note that different warps can run with different program counters, and when communicating across warps, those need synchronization. That's what those barriers are necessary for (see GroupMemoryBarrier and friends in the high-level languages). However, the definition of dFdX chosen by these languages basically requires that all threads participating in the derivative be scheduled within the same warp. dFdX will never synchronize or wait on another warp.
It turns out these functions tied to how the GPU architecture runs the computing units in parallel. The computing units are arranged to run in parallel in a geometric grid according to the input data model. The computing units run the same program in LOCK STEP in parallel (well at least in lock step upon arriving at the dFdx/dFdy instructions). They also know their neighbors in the grid. When a computing unit encounters a dFdx instruction, it reaches across and grabs its neighbors' input value to their dFdx instructions. All the neighbors arrive at dFdx at the same time with their input value ready. With the neighbors' numbers and its own number as the mid point, it can compute the partial derivative using gradient slope.