Probably they didn't use canvas for the same reason as Google (for their current Pac-Man logo game): DOM based renderer will work on more browsers.
Canvas emulation for Explorer is not very fast. This may not be a problem for chart-like applications, but when you want smooth animations, milliseconds add up.
Now, if you excuse me, I will shamelessly plug my recent canvas game (I don't support Explorer):
Addictive. Still needs some help from frame-rate awareness. When a "slowdown" occures the game needs to be aware of it's processing slowdown and slow down the game fps to compensate otherwise things "jump".
I do compensation for actual elapsed time, but unfortunately this doesn't help when setInterval fires too late (in FF I can get occasional "jump" frame with 30x usual duration, I suspect due to garbage collection [1]).
Chrome and Opera are much more reliable in their JS timing.