Yeah that's my point. It's a terrible old, worn, tired, and just wildly overused trope that has this point become basically laughable. Xanatos from the old Disney Gargoyles cartoon (now available on Disney+) is the most classic exemplar or this, with a trope named after him - the Xanatos Gambit, a plan so good that all the ways it can resolve (including what appears to be failure), end up benefiting him in some way.
Comics and cartoons basically beat this trope to death. Batman villains are particularly bad for "I'm a genius so my plans are automatically incredible".
Why say this? That's an honest question.
Nothing in my argument suggests that. It doesn't logically flow from my argument at all. So why say this? It just seems so odd to me.
Obviously creatures will have different tactics, but intelligence level is
only part of the equation. It's more of a cap on how complicated and elaborate of plans a creature possibly could manage than an indicator of the base level of plan.
What's striking about arguments about yours is this sort of acceptance that creatures of normal intelligence ranges will have wildly varying levels of tactics, but high INT creatures will all be Xanatos. I guess you could get into canards about how stupid people are stupid differently, and intelligent people think alike, but those are canards.
Kobolds for example, are INT 8, but I don't think anyone believes they're less likely to have good plans, traps, fallbacks and so on than an INT 10 human bandit. Why? Because personality and mindset matter. Kobolds have a mindset and typically personalities that lead to them planning, building traps, building fallbacks, preparing elaborate ambushes and so on. Bandits are different - they're often people who didn't fit in, and a lot of them are likely somewhat lazy - their ambushes are likely to be far more straightforward, and they're likely to have fewer, if any, traps and proper fallbacks.
If we just looked at INT 10 we'd find a wide array of beings with wildly differing levels of good tactics. Some will be good but extremely predictable. Others will simply not be likely to have proper tactics at all. Others still may have training which makes them good at tactics even if they aren't great thinkers. Some will be cowards, some will be brave. And so on.
What I'm saying is that it's a worn-out and unnecessary and even unhelpful trope (as I think you've illustrated, pointing out it's hard to work with), not a reality, that INT 16-20 = tons of good plans (again, if it's that way, why don't PCs with that INT always have good plans?!).
Personality is going to dominate over intelligence here. A lazy creature is simply not going to bother making great plans, though it may well think on its feet well. A cowardly creature will flee even when it's not a great plan. An arrogant creature will potentially make really bad plans because of that arrogance (if you've worked in a corporate environment, I'm sure you've worked with that guy who was extremely smart, and yet made completely unreasonable plans because he continually overestimated the capabilities of himself or his team) An angry (or god help us, hungry and angry) creature will like forget its plans in favour of being, well, very angry, no matter how smart it is (I've seen literal geniuses, who were very good tactically, completely lose it and lose all semblance of tactics in games before - any inference that I might have wound them up until they did is obviously unfair!
).
A meticulous creature on the other hand, a paranoid creature, or a creature which simply enjoys planning, or obsessively plans, even if it's not a genius, not 18 or 20 INT, is likely to have really solid plans. If it's not that bright, they may well be simple, or have a big flaw it doesn't know about (or does, but can't figure out how to fix), but they'll have those plans.
So I'm saying personality is key here. Unless you think the creature's personality means it is likely to be a big planner, you don't need big plans for it, or complex ones, or elaborate fallbacks. Just roleplay it appropriately. Yeah, INT 20 and reasonably calm (i.e. not INT 20 and a cowardly panicker) is not going to fall into some obvious encirclement the PCs are going for, and will start moving for the exit before it's cut off, if the fight is even looking somewhat balance (or even if it's winning, but not by enough). But INT 20 doesn't mean Xanatos (or Moriarty or Holmes or whoever you want) unless the creature has a Xanatos-type (or other appropriate) personality.
My experience is that an awful lot of pretty high-INT creatures in D&D are driven by negative emotions or base hungers (often literally hunger), often extreme ones, or are mentally unhinged. Certainly play them smart in a moment-to-moment way, but remember what drives and motivates them, remember their personalities, and note that even a smart person will do very dumb things if overcome by emotion or desire (which may well be for DELICIOUS BRAINZ or whatever). If anything, the super-planner types should be a small minority of smarter monsters.