Just because the HDR is used with a 1.0 multiplier, does not make it light the scene up with a 1:1 albedo ratio.
It only means that the HDR brightness is not being changed, so naturally it acts as a big light with many brightness values.
- the grey ball is 100% matte with a 128-128-128 as diffuse (to get 50% grey); but it is coming out definitely too bright
Just because the ball is 128 bright doesn't mean it will be 128 bright after being lit by a light, it will naturally be brighter if the light adds energy, or the 158 in your case.
the macbeth chart on the other hand, is coming out too dark
The chart is darker, because it either faces a dark hdri side or is lit at an angle, so naturally it loses light energy.
Nothing wrong here - just physical correctness. Everything works just as it should.
is there a way to make the material show the bitmap, WITHOUT being affected in any way by the scene's light and exposure
Yes, you can use the Corona ray switcher mtl to do that, there is a tutorial for this exact issue. At some point, floating just an image without affecting anything is mentioned at one point.