Not so clear in the article is that also with consoles the game pixel grid didn't match the CRT grid (e.g. horizontally the number of "pixels" is similar but not 1:1) so just by geometry you have blending of one pixel data into several CRT "pixels" (plus varying intensity even in a single phosphor patch as the analog RGB signals rise and fall in intensity).
As for CRT filters one can argue how realistic they are but they show that scanline gaps and blending at least can produce amazing perceptual improvements as shown in this video: https://youtu.be/nw2QfPREu-Q