I don't think that the described problem should be considered as a Unity flaw. The engine shouldn't make any guarantee about not seeing artifacts when you render sprites with point-sampling. It's up to you to adjust the scale of the sprite relative to the camera. The cause of the problem is that if you don't adjust the orthographic camera's size appropriately, a texture pixel could get rendered in a non integer amount of screen pixels. Thus, producing all the artifacts that you see. You can read a more in-depth explanation of the problem in my blog post. I have created a simple free camera script that adjusts the orthographic camera's size so that each texture pixel gets rendered to an integer amount of screen pixels. This will solve all the mentioned problems. You can get it for free from the asset store or check out the HTML5 demo.