Yes, it sounds like SNES implements debounce by just scanning slowly, but if you want to feed USB reports at maximum (or above maximum) specification, you will want to check the state more frequently, and you'll need an alternate mitigation for switch bounce.
Bounce could, theoretically, cause an input to be read as a non-input if it just bounced at exactly the wrong time, but it won't cause multiple inputs, as it's only polled every 1/60th of a second.