This may not be the most elegant analysis, but I recently attempted to fix the PCM issue present in games from the unknown set of five 8-bit games (which are speculated to originate from zhengyaxin_8bit). This game set includes Fruit Pig, Eeeck! A Mouse, Echo Chamber, Sudoku, and Trounce; fixed ROMs are provided for the former two.
All of the games in this set repurpose their sound engine from Parasol Henbee; more specifically, they literally copy the entirety of bytes 18010-1C00F from Parasol Henbee (containing all music and sound effects), with no code alteration whatsoever. Seemingly because of this, something within the code results in a bunch of static-like sound coming out of the PCM channel, which is not present in the Parasol Henbee tracks themselves. This is especially egregious in Fruit Pig, in which the entire game sounds heavily muffled.
Further connected to this issue is another oddity; all of the games (save for Sudoku) feature a blank PRG area of 2000 bytes. As far as I can tell, the blank areas are merely intended to mask further PCM output; as filling them with code can further worsen the audio. While I'm not 100% certain on this, I suspect that this is also why Fruit Pig's audio is worse than the others; as its blank area is from 6010-700F, while the other games hold it in 4010-600F. (While entirely unrelated, this also means that the games are effectively only 8K in size outside of audio...)
In Fruit Pig and Eeeck! A Mouse, I was able to reduce the PCM playback by zeroing-out some of the sound channels. There is still some level of PCM present, though it is drastically improved regardless. Unfortunately, this solution did not work for the other games; I was able to reduce Trounce's playback by putting a row of eight "FF" tiles from 4090-4097, though I assume this to not be an ideal code fix (and haven't attached it as such). The sound issue is negligible in Echo Chamber and Sudoku to begin with, so I don't feel a fix is needed for them anyway.
As an additional side note, for whatever reason, Eeeck! A Mouse effectively "plays itself" in some emulators, registering random inputs in-game. Furthermore, Fruit Pig will skip the opening win condition screen, which I suspect is a similar input issue. Both issues miraculously fixed themselves upon muting the audio channels; so that's just an extra benefit, I suppose...