This seems a bit focused on a specific era of pixel art games AND CRTs. For me, nostalgia was things like Master of Magic or Civilization 1/2, and I played those on CRTs attached to PCs, not in an arcade - the pixels absolutely did not blend together into rounded shapes due to fuzzy scan lines.
Brand-new arcade CRTs are razor sharp, and certainly do not accept an RF signal (I don't think they accept composite either). With time the electron beam starts to diverge, and things can get a little blurry or color-fringey.
What I've found—based on limited experience with a "modern" arcade cabinet (Fix-it Felix Jr., a tie-in promotion to the 2012 film Wreck-it Ralph)—is that if you have an LCD or OLED that can do true enough blacks, the effect is very similar to having a brand spanking new CRT, even in arcade applications.
But that goes only for raster games. Nothing we currently have can replace the razor-sharp, completely unaliased lines of an original Asteroids and its vector display.
The article is about SD CRTs (480i for NTSC or 576i for PAL, or more commonly for games 240p/288p progressive scan using non-standard timing, often underscanned with pixels left unused in the borders).
VGA MS-DOS games usually ran at 320x200, but VGA CRTs supported up to 640x480 resolution. There was hardware line doubling from 200 lines up to 400 lines so you actually got two scanlines per pixel. It wasn't LCD sharp but the individual pixels were easily distinguishable. And lots of people played these game on SVGA CRTs so the pixels would be even sharper.