Games often do things that aren't good for hardware and drivers fix these things. Sometimes they're shader optimizations, sometimes the hardware has a configuration that works well in some cases but not all the time, other times they may be an inefficient use of some aspect of the API, etc. In some cases the drivers can do things the game developer is unable to do via the API. There are so many possibilities.
I'm not a driver developer, but I'll give a realistic example. Say a dispatch is writing to a buffer and a draw is reading from the buffer. By default the driver will likely insert a flush between the dispatch and draw so the dispatch finishes before the draw starts. But what if the dispatch is writing different memory addresses from what the draw reads? In this case the driver can remove the flush, thus increasing performance.
Also, driver optimizations don't always concern a particular title. If the optimization is very specific this may happen, but if the optimization seems like a good idea and doesn't hurt performance of other apps it may be enabled by default so future apps can take advantage of the optimization.
Don't think shader replacements or optimizations mean cheating. If the final result is the same optimizations are just good engineering. Sure, it's possible to cheat but this has never been the common case.
Driver optimizations also don't mean lowering certain parameters. This could happen, but once again it's not the common case and in some cases driver control panels give an option to change from the optimized behavior so users can skip this type of optimization if they want to see things exactly as intended by the application developer.