It probably does but it means we're going against the grading scale for rebounding that every player is being rated on. The fix would be fine tuning other areas of the game to make up for the large number of rebounds available during games and simulations. Through my research I've noticed that a lack of points in the paint is what might be causing so many available rebounds.
With my correct POE's set and corrected three-point shooting tendencies, a simulated NBA season resulted in the average team scoring only 23.5 points in the paint. In real life the average team scored 43.3 points in the paint.
The average team in this simulation shot 25 threes a game, which is close to the real life average, so the problem must be that players tendencies to shoot close/mid-range shots are too high and are taking away from inside shot oppurtunities. They need to be more concentrated on the three-point line and paint in general. Close/Mid-range shots are less efficient and may be contributing to more missed shots/available rebounds. There were 49.9 (Let's call it an even 50) offensive/defensive rebounds collected by the average team.
As another test, I made a league compromised of mostly classic teams to see if there would be a difference. Again, I used accurate POE's. Most retro teams didn't shoot a lot of threes so the average team shot about 15 threes a game. Which means more shots were taken from inside, close and mid-range, this resulted in an average of 38.8 points in the paint. That's pretty damn close to real averages. Since they are attempting less threes, that means they are taking and
making closer shots, which results in less rebounds. A total of 48 offensive/defensive rebounds available on average. That saves 2 rebounds per game compared to the previous simulation.
Also keep in mind, in both simulations, the average Pace of play was almost identical at 96.4 and 96.7. So they played at the same pace and their were less rebounds available in the retro league.