Stuff like the smoothed out flickering that you mention would still need to be emulated, of course.
Also, the rendering is different depending on how the signal made it into the CRT; in particular composite video does not preserve certain things about the image, and in some cases developers took advantage of this/
Most famously the genesis had a poor composite encoder, which was taken advantage of by many games; Sonic 3 in particular looks bad even on a CRT with a real Genesis if you use RGB or component output.
It could work out, but just not sure if it's worth all the hassle. It seems akin to the way you would do a stop-motion video, I suppose.
I think this would be a final additive pass after the pixel setup. Would also allow you to turn it off selectively...
The more I think about it the more I want to try it out.
https://cloud.githubusercontent.com/assets/16804570/21383939...
An other example is games using the blurriness of analog video signals to blend things together: https://www.retrorgb.com/hd-retrovison-shows-transparency-co...
Basically you interlace two images at a high enough frequency and let the analog artifacts blend them. Once again doing playing that on a modern LCD screen without post-processing ruins the effect.