Well, yes. You have to initiate things that could cause bandwidth use from a user interaction instead of, say, a timeout or an XHR or a DOMContentLoaded. youtube follows the same rules as everywhere else: it doesn't autoplay. Unless you're unwittingly opening youtube urls in the app instead of chrome.
iOS on the other hand actually -does- initiate bandwidth use on a <video> element, even if no interaction has taken place. If you watch Charles during an iOS video session, you will see 2-3 HTTP GETs before you even initiate playback. This can play merry hell if with your HTTP logs, if you pay attention to that sort of thing.
iOS also has major issues with multiple <video> elements; <video> must be full-screen on non-tablet i-devices (you cannot create custom controls); you cannot control volume via the user interface; it uses a nonstandard progression for its status-related events... (and sometimes they're just plain missing)...
I've spent the past few years working on web media players for mobile and desktop ;) I kind of know what I'm talking about. And due to its position in the marketplace, iOS Safari has stagnated - it's easier to get HTML5 multimedia working correctly in IE11 than iOS Safari. iOS Safari is the new IE6.