I can not confirm that. Both examples start with about 15% CPU usage on my PC and my example keeps this value, even though the first sprites start to fade. For the fact that tons of sprites are created, I find this utilization quite normal.
I can imagine two options. First: I replaced the sprite with a TiledBackground and was able to reach a constant CPU usage of about 8% instead of 15%.
The second possibility is the prefabricate and assembling of road parts with sprite frames or animations. It need a little more programming, but would run much smoother. Since it should be a mobile game, this method should be seriously considered.