There is something wrong - the Unity camera preview code doesn't respect custom projection matrices. Its the same reason the Unity camera preview doesn't show the correct view and I've had to add a tk2dCamera preview showing the correct output. I've filed a bug report to Unity but it hasn't been fixed yet - this happens in any case where there is a custom projection, eg. shadow maps, etc. Perhaps I should add another frame to show the bounds in scene view, it should help avoid situations like this.
The sprite doesn't HAVE to be placed at 100, 100 - if it were at 0, 0, it should appear at the bottom left of the screen. That is expected behaviour. If you need it to be centered on screen, you can create an anchor, or if the tk2dcamera doesn't work out for you, you can use an ortho camera too - the system works fine either way.