There also is a technical explanation: The SNES (more specifically, the CPU) has nothing
to do with its audio except sending and recieving up to four bytes from the SPC700, the APU which actually processes the music and send the data to the APU. For this reason, the SNES is one of the easiest systems to rip music unless the game incoorperates streaming (barely used because it's resource intensive due to timing) simply because all the music data (including music engine) is on ARAM and all you need to listen to the music is a SPC700 emulator.
Heck, it makes even more sense if you consider that each SPC file is at least 65536 bytes / 64 KiB large as the APU has got 65536 KiB of ARAM and the additional bytes comes from the DSP (audio signal) and the SPC's header (i.e. song name, author, length, etc.).
The fact that each SPC is a ARAM screenshot is the reason why SNESMusic.org uses .tar.gz for the archive as that's a format (actually emulated by two formats) which supports solid compression
where all files are packed uncompressed into an archive (here tarballs, denoted by the extension .tar) and then the archive is compressed (here with GZIP, denoted with the extension .gz) as the compression now checks for duplicates in every file (instead of individual files) and notices that each SPC file contains duplicate data (the music engine + currently loaded songs + currently loaded samples). But that's just some by the way-information, not important to this topic.
Rest in peace, Near.