A 1 bit framebuffer and a CPU gets you most of what the machine can do.
Most of the quirk abuse of 8-bit machines came from features that were provided with limitations. Sprites, but only 8 of them, colours but only 2 in any 8x8 cell. Multicolour but only in one of two palettes and you'll hate both.
Almost all of the hacks were to get around the limitations of the features.
I don't know if the decision apple made was specifically with future machines in mind. It certainly would have been a headache to make new machines 5 generations down the track if the first one had player missile graphics.
So even things that wrote directly to the framebuffer would ask the OS for the address and bounds rather than hardcode them, copy protection would be implemented using license keys (crypto/hashes, not dongles) rather than weird track layouts on floppies, etc. It led to good enough forward compatibility that the substantial architectural changes in the Macintosh II were possible, and things just improved from there.
Much more common in my experience was the assumption that the framebuffer was 1-bit, but such games would still run on my IIci if I switched to black & white—they’d just use the upper left 3/4 of the screen since they still paid proper attention to the bytes-per-row in its GrafPort.
Could be that by the time I was using a Mac II though that all the games that didn’t meet that minimum bar had already been weeded out.