Caused the OP asked for doing it with the atlas, not a redundant texture stored on disk.
Easier: maybe, but the code to render out the texture from the atlas is not that complicated, is it?
Faster: well, not really. It might be even slower or at least on par. You are introducing disk i/o instead of doing a memory read from the atlas and disk i/o is rather slow compared to memory i/o. Creating the texture/sprite from the atlas or creating a sprite from the disk stored texture after it is in memory is basically doing the same code under the hood.
Additionally it introducing redundancy, just for having a more convenient/easier way.