No, but for real-world games this probably makes no meaningful difference. Also if a sprite is decorative and doesn't move, it never has the overhead of recalculating its collision box, which is much of what bunnymark is profiling.
Ok so decorative and not moving ... What about collision detection with various other elements which do move, such as bullets being fired, hud elelements, player and npc objects or even other scenery objects (birds, bugs, smoke, rain)
On a big map, could these detections, noticeably, rack up?
If so, is it possible, when disabling collision detection, to actually have that bit skipped so it does not share the vertex info to reduce that bit of overhead?