For games with very distinct playstyles per level, such as Ghostbusters II https://m.youtube.com/watch?v=4wnPZEM1IvQ (sewer drop, side scroller) and the 128k version of Short Circuit (exploration mode, side scroller mode), the segments of the game were closer to different games entirely than a common engine into which things could be loaded. (This is especially obvious in a for A View To A Kill on the C64: driving, exploring, side scrolling platformer)
I haven't loaded the games up and put a watch on memory to prove it (if someone could that would be great), but it would be nonsense to keep the backing code providing the engine of one play-style around when it's totally different to the current game phase. Only things like maths code (I doubt these games are as sophisticated as Elite, but...), a music player, or a font could be common, but it would simplify loading immensely if the entire active memory space (save the player's score/lives and the loader itself) were just blasted with the new phase every time.