You don't have to send sprites to prevent decay. The only time decay becomes an issue is if you turn off rendering (black screen). As long as the PPU is rendering, it will scan the sprite list on each scanline and these OAM reads will refresh its contents.
The reason it decays is because it's DRAM rather than SRAM. SRAM requires 6-8 transistors per bit, while DRAM is one transistor and a capacitor, meaning you can pack much more into the same space.
DRAM works by charging the capacitor - a charged capacitor means 1, a discharged one means 0. However this has consequences. Every time you read a DRAM cell you are effectively draining the capacitor - if charge comes out you know it was a '1', otherwise it's '0'. DRAM circuitry is normally designed so that every time it reads a row it will then also write it back, recharging the capacitors that should be '1'.
However those capacitors will also slowly drain on their own, as little as 1 to 2 ms before it might not be clear if the contents are a '1' or a '0'.
So often times DRAM will include a refresh circuit, essentially a loop that uses idle time to read each row and write it back, ensuring the capacitors stay charged.
The NES PPU doesn't have anything like that. Instead it relies on the fact that for each scanline to be rendered it must read the sprite list, thus indirectly refreshing the contents. (This is similar to the Apple II, designed by Steve Woz, where the circuit that rendered the graphics was designed so that it would refresh the system's DRAM as a side effect of reading the pixels which were spread across the rows of RAM.)
The only times the PPU is not refreshing the sprite DRAM in this way is during the vertical refresh period and when rendering is explicitly turned off by the programmer (technically the PAL version does some fake rendering during the second part of the vertical refresh, since it's longer than the NTSC refresh and could allow for decay).
PPUandOAM.