If you are planning to sell your game, no, using stock art isn't "cheating"... however, if possible, it's better to have original content merely be supplemented with stock art. If your game has assets that players recognize, it can leave a bad taste in their mouth.
This includes: Music they recognize ("Hey, they stole that from X!"), sound effects ("Pfft, that's cheap, they just used stock sounds!"), and art ("Bah, this is the tenth game I've seen this month that uses RPG Maker tilesets. The game is probably junk.").
There was an indie game recently that got heavily lambasted [warning: language] for using mostly purchased stock 3D models (and further lambasted for his terrible PR response). People comment frequently on RPG Maker artwork, and I've personally passed on some games that use those tilesets. Other games have been called out for using stock music - this isn't a big "crime" if, again, the stock music supplements the original music.
Yes, a game can be fantastic and purely use stock assets, and by judging the game by it's appearance may leave me missing out on experience what could be a fantastic game (and occasionally, there are fantastic RPG Maker games), however, in an age where there are more games than we have time to play, we have to filter them somehow. Stock art leaves an impression that the developer cheaped out ("Why would I pay real money for a duck-taped hodgepodge of assets that don't really fit perfectly together?"), or that the developer was lazy or in a hurry ("And what else may he have cheaped out on? Is the actual gameplay going to be buggy, rushed, and unpolished?"), or that it's his first game and he's inexperienced ("Why would I buy an inexperienced and probably broken game?").
So you have to be careful not to give your potential customers a ready-made excuse not to buy your game.
For myself, for the commercial indie game I'm developing, I'll be using alot of stock music to supplement my game's original soundtrack (a friend offered, and it came out decently enough). For artwork, 99.99% of it is made by me, but I do incorporate a few public-domain pieces (mainly portraits on walls, but also a few textures). For sound effects, it'll probably be mostly public domain or stock assets - but I'll have to be very careful to make sure it sounds consistent, is decent quality, and isn't recognizable.