It would be interesting to see if that was a game design decision to allow for the game to be more dramatic.
There's something called "Coyote Time" which is named after Wile E. Coyote and him staying in the air for a few seconds before gravity takes effect. Often in platformers, there's an invisible collision box added after cliffs so that if the user was slightly late pressing jump at the edge of the cliff, they would still make it as the invisible collision box would provide an extra step. It's an example of improving gameplay and game feel without being realistic.