The frame rate stays the same (e.g. the player always moves the same speed). It's more that only one invader gets moved on each frame. So the fewer invaders there are, the more they get moved. It's deliberate.
I guess they weren't doing a whole-screen-refresh (with double buffer) in those days, just turning pixels on and off to move the objects. So then there's a limit to how many objects can move per frame.
E.g. the player moves by blanking our pixels on one side and adding them on the other...
I'm just a little sick of this getting trotted out as a factoid when it's patently ridiculous, like they never noticed it or that compensating for it in some way was impossible. There are actual unintentional mechanics like the Nagoya Shot, unexpected technical skills like the rainbow finish, or one of the earliest examples of RNG manipulation for UFO control, that are much more interesting to talk about.
You could share the cool things you are interested in without hating on the things other people think are interesting, though. I'm not familiar with any of the techniques you mentioned and would be curious to hear - sharing them would broaden and enrich the discussion. I can understand having a pet peeve, but that's a matter of your preferences - not something anyone else did wrong. Additionally I think it's founded in a misunderstanding - we all get it that the designer left it in on purpose, that's why we think it's cool.
There's an important game design lesson in one of the defining features of this game being an artefact of the hardware that the game designer accidentally bumped into. That's fascinating. And happy accidents like that are still an important part of game design today.