Yes, the objective best move doesn't get at what is actually useful for humans apart from their memory. Even then, it would be like someone using a computer to get an advantage but can't pull off the win because they don't understand why their position is objectively better. When we bring 2800+ grandmasters into the equation though, I think memory will play a huge part into how strong they are in such a future.
Define "Best Move"

According to wikipedia, it took 7 years for computers to go from tablebase 6 to tablebase 7. After that, it took 6 years for the 7-man DTZ tablebases to be made publicly accessible (which was earlier this year in August... I guess I missed that completely).
Even with major technological advances, it's a very safe bet that it will not happen anytime soon. That's what makes chess so interesting. We can get assistance from a computer in analyzing a position or a game, while the integrity of the game remains solidly in tact. Perhaps technology will increase enough to totally revamp the way we look at the game again and again. That will be fun to see.
… Range of best moves are most easily defined in a drawn position. There are often many moves that are evaluated as 0.00 Or we could say we are talking about a mate in 3 vs a mate in 3 utilizing different moves but achieving the same result in the same amount of time.
Let's use a bare bones example and say that a position consists of only two kings. Is there a best move in that position? No, because that is a position where a best move doesn't exist. It is drawn due to "insufficient mating material" no matter what the move is. Any time there is a position "range of best moves" then it fails to meet the criteria needed to have a singular "best move". ...
This gets at why I don't think your language usage will become standard as long as humans are forbidden to use computers while playing. Your language usage doesn't get at what is actually useful for such humans - the superiority of some moves over others because they make it more difficult to for a human to find a response. That is a subjective matter that varies somewhat from player to player. This subjective matter is not determined by known forced wins.