Ok, I'll try one last time.
"A texture's maximum degree of anisotropy is specified independent
from the texture's minification and magnification filter (as
opposed to being supported as an entirely new filtering mode).
Implementations are free to use the specified minification and
magnification filter to select a particular anisotropic texture
filtering scheme. For example, a NEAREST filter with a maximum
degree of anisotropy of two could be treated as a 2-tap filter that
accounts for the direction of anisotropy. Implementations are also
permitted to ignore the minification or magnification filter and
implement the highest quality of anisotropic filtering possible."
"...For example, a NEAREST filter with a maximum
degree of anisotropy of two could be treated as a 2-tap filter that
accounts for the direction of anisotropy..."
Which means that a degree of anisotropy 1 (1x) is equal to 1-tap filter - meaning that there is no supersampling happening and thus no anisotropic filtering.
https://registry.khronos.org/OpenGL/extensions/EXT/EXT_texture_filter_anisotropic.txt
"A maxAnisotropy value of 1.0 or lower disables anisotropic filtering."
https://developer.apple.com/documentation/scenekit/scnmaterialproperty/1395402-maxanisotropy
Now as to why you see differences between in-game 1x and CPL forced to no AF is a different matter. I'll take a look at the game a bit later.