That's an interesting conundrum. There's nothing built in for how to manage the downsize resampling, but some other approaches may work.
If your final output is going to be for the DMD, there's no reason to (1) have your PNGs at a higher resolution than the DMD, nor to (2) have transparency baked in. These both increase the cost and computational complexity of rendering the PNGs, which then requires more cost and complexity to revert when rendering for DMD.
The ideal long-term solution is to redo your PNGs to be pixel-accurate to the final DMD, which could be done with a batch script or specific resizing parameters to yield the center color of the 10x10 square in a way that GMC can't. If you can't find a good batcher to interpolate from the center, cropping 5px of the top and left of the image and then resizing down to DMD resolution (with no interpolation) should yield the same effect as sampling the middles of each.
Alternatively, there is a shader I built for GMC called pixelate which will reduce the output to a specific number of rows and columns. I don't know exactly whether the pixel image is top-left, center, or average, but you could explore. This may be able to counteract your PNG setup, but again, adding computational complexity instead of addressing the root issue.
If you want to simulate the appearance of DMD dots on your monitor, there's another shader called dmd_dots which creates an overlay of circles with some configurable parameters to tweak the appearance. There's also a shader called virtual_dmd which combines the pixelate and dmd_dots into one.
However the fundamental question is: do you want to simulate a DMD on an LCD, or do you want to render to an actual DMD? Your underlying slides and assets should be built for whatever the end target is, and if you want to have another experience (e.g. previewing the DMD on a monitor) that should be done after-and-on-top-of the target experience.