No, the problem is that Chingu collisions are rectangular (bounding box) or circular, so they will have that effect. Pixel-perfect collisions are very rare and are often glitchy (games generally simplify collisions shapes significantly). If you need very accurate/complex collisions, the best option is to use Chipmunk, rather than Chingu, to manage your collisions.
You need to use a smaller bounding box/circle than the sprite to calculate collisions. That is, a sprite that covers the parts of the person that are always solid, not that covers the person and all the space around them where arms and legs could be. Just making the bounding box half the width would probably work for you in this case.