Yes, but I'm having a hard time thinking of many applications from the late 80s and very early 90s that required per-pixel control of the frame buffer.
Text rendering is not done per-pixel, it's done in character sized blocks. Most UI elements at the time were tiled-based. You can do a lot with just blocks of pixels. And with anything that's done in large block (especially blocks that are multiples of 8 pixels wide), the per-pixel cost is atomized and becomes much less of an overhead.
If you are predominantly working with bitmaps, there aren't many reasons to operate on a pixel basis, but, take, for instance, drawing a line of n pixels. For a linear 8-bit frame buffer, you'll need up to n reads and n writes (because the 68000 had a 16-bit bus). For an 8-plane buffer (for the sake of simplicity), you'll need 8 times as many operations, one for each plane. If you know you'll be setting or unsetting a pixel in the same 16 pixel region, you can collapse those in-plane ops into a single write, but that requires some cleverness (like off-screen rendering to fast RAM).
Text rendering is not done per-pixel, it's done in character sized blocks. Most UI elements at the time were tiled-based. You can do a lot with just blocks of pixels. And with anything that's done in large block (especially blocks that are multiples of 8 pixels wide), the per-pixel cost is atomized and becomes much less of an overhead.