Well, thats exactly the kind of thing you should be able to make your own performance measurements of... but for what it's worth, Construct does drawing work for every individual tile, so the total drawing work will always be proportional to the number of tiles. However I think in the C2 runtime, if the tile texture is the same it doesn't need to switch the texture, which is faster. (In the C3 runtime it can render the entire tilemap without switching texture at all, even if every tile is different, hence the large performance improvement.) But either way it's doing drawing work per-tile; in the C2 runtime the amount of work per tile depends on the tile.
The technologies involved are super complex - few deeply technical questions come down to a simple "yes/no" answer. You shouldn't expect things to be so straightforward, and you shouldn't get upset if you can't reduce complicated topics to such a simple answer.