KSP's most well-known n-body physics mod does precisely this. 1 integration step is performed every frame by default, but during warp an integration step is performed every 10 in-game seconds for vessels and every 35 minutes for bodies [0].
> You could probably get processor use really low by using an exact curve for the most influential object and a very slowly updated offset for other influences.
The Keplerian curve no longer applies once you introduce additional influences, though, so it doesn't really matter how (in)frequently updates are applied for those other influences.
The approximation wouldn't be very good farther away from a body as well, as the difference in effect between the "most influential" and less-influential bodies would be smaller.
[0]: https://github.com/mockingbirdnest/Principia/issues/2247#iss...