Since everyone is throwing academic backgrounds around...
I did mechanical engineering. There is a concept when you make a product that is called tolerance. Tolerance is how precise you need to be when you cut, say, a flat surface on a metallic cube. If you have a tolerance of 0,001 millemeter on a surface, then that surface's distance from a reference baseline must not vary of more than 0,001 mm.
Now if you have two interacting surfaces on moving parts A, B and moving part A surface has a tolerance of 0,001 mm while the moving part B surface has a tolerance of 0,1 mm, then moving part A is uselessly precise in that the imprecisions in moving part B will by far overwhelm those of moving part A. In other words, if you have bumps of 0,1 mm on the moving part B surface, those will be 100 times larger than the largest bumps on the moving part A. You'll not even notice those of mocing part A.
Likewise, D&D has many approximations. Diagonal 1:1 movement is one of them. IMO, other approximations influence the game much more than diagonal 1:1 movement. Obvious examples are hit points, damage from weapons, healing, heck it's clear that D&D is not a simulation by any means. I think that refusing to use 1:1 diagonal, while acceptable if it rocks your boat, is being uselessly precise about something that will not change the final product you have since the other approximations are much more important.
Sky