It certainly seems valid, but in context of all of the other protections it's difficult to say for sure if is or not.
But considering it either hasn't been used in other games, or at least infrequently enough this emulators author has never seen it before, I'm leaning towards it being another protection.
With STMIA it's an understandable optimization, but nobody would expect STMDA to work the way it does. That would require careful testing and a deliberate choice to use the weird one even though it feels counterintuitive.
The order is guaranteed by the architecture though (not merely by the implementation), provided the target is Device or Strongly Ordered memory. ("For a VLDM, VSTM, LDM and STM instruction with a register list that does not include the PC, all registers are accessed in ascending address order for Device accesses with the non-Reordering attribute." -- v8 ARM ARM.) So you don't need to test at all, you can just rely on the documentation to tell you it works.
Incidentally, the note "Since the write is done with one instruction, a DMA cannot preempt the CPU in the middle of the writes" from the article is likely not correct. The STM may be only one insn but it may generate multiple memory accesses to the bus, so it's quite plausible that a DMA device might get accesses in between words. (Of course RAM is usually mapped Normal in which case caches and store buffers will be heavily reordering it anyhow, so nobody relies on ldm/stm ordering here.)
But considering it either hasn't been used in other games, or at least infrequently enough this emulators author has never seen it before, I'm leaning towards it being another protection.