Well of course, but like I said - the games are made using 3D engines,which use OpenGL/DX to render the scenes. The reason why I point it out is that in both of these APIs if you want to make a 2D game you still operate within 3D space - you just use orthographic cameras and have your Z coordinate set to 0.
This is getting a bit pedantic. Yes, even in DirectX the 2D API was deprecated in favour of 3D one. But the source of a difference isn't the flavour of API you use, it's whether you go full 3D, with polygon meshes, (usually) trying to be "realistic" vs. going with a single perspective and animated sprites.
You seem to be very keen on holding to that OpenGL/DX reference, and I am not fully sure why, it's not relevant to the point I was making. Maybe I should have just said "these games are rendered in 3D space, using 3D engines, and APIs which are used for 3D work normally, so they are not 2D games in the same way SNES games were 2D". Would that be better?
Yes, we get it, but it's still wrong and irrelevant. Not all of those games use 3D engines (Shovel Knight?) and I'm pretty sure not all of them even use a 3D API. But even when they do, they're still 2D games with 2D based gameplay, 2D collision detection etc.