Yes, theoretically you could stick an ARM processor in a cartridge and run most of the game off that, using the PPU as a glorified framebuffer. But many (most?) retroprogrammers are in it largely for the engineering/optimization challenge (or else, why wouldn't you just write a retro-styled PC game), so they draw the line for "cheating" much more strictly than even you have. e.g. some fan translators refusing to expand the ROM size of a game and butchering the translation to fit (Japanese text is much more dense than English), instead of using a larger ROM to fit a better translation. Or some NES homebrew programmers not using mappers at all and working within the constraints of NROM (32kb program rom and 8kb graphics rom). So I wouldn't accuse any of these homebrew programmers of "cheating," because if they were actually guilty of it, those in "the scene" would have called their bluffs long ago.
But if a retroprogrammer were to use a mapper to achieve a 1 meg ROM, modern hardware would make that a decision with very little negative consequences. A programmer at the time might have to live with a game that cost well over $100.
So cheating in quotes because people did it in their actual cartridges. Cheating without quotes would be something like breaking out of the emulator sandbox and embedding the Quake engine.