My point is that zoom isn't necessary for everybody to see the faults. I can see them with no zoom at all on my PC. But you're correct that for different people, and different setups, it may be an acceptable tradeoff. For example, if I were playing on my TV I probably would have a hard time noticing, due to increased viewing distance only partially offset by the bigger screen.
Unless Nintendo make the "Switch 2" screen physically a lot bigger, such high resolution is somewhat overkill. DLSS may be better than typical upscaling at preserving single-pixel detail, but on a 4K tablet screen, single-pixel detail is going to be tough to see anyway.
I think the better scenario would be to just upscale from 1080p, or 1440p, and use any extra resources to add higher polys, better materials, more particles, cool liquid simulations, and especially excellent and fully dynamic light and shadow. I think those sorts of things would enhance Nintendo's chosen graphical styles more than just adding lots of teeny details.
AMD's answer for machine-learning type work appears to be different. Instead of running such work on dedicated hardware, it runs on the normal general-purpose hardware, but at increased speed versus other types of work. At least, that's how Series X does it, and PS5 is the same chip family so liable to also. This is better than nothing, but worse than DLSS because it's even more of a tradeoff with other graphics work. (It might still make sense, though, since you save so much overhead dropping to one-quarter the resolution.)