Question about URP coordinate space suffixes

In URP shader code, Unity uses short suffixes to denote what coordinate system a position is in, which is super helpful:

However, I am somewhat confused by the suffixes used in some built-in functions.

For example:

float2 GetNormalizedScreenSpaceUV(float2 positionCS)
{
    float2 normalizedScreenSpaceUV = positionCS.xy * rcp(GetScaledScreenParams().xy);
    TransformNormalizedScreenUV(normalizedScreenSpaceUV);
    return normalizedScreenSpaceUV;
}

This function seemingly expects a clip space position. But looking at the implementation, it treats it as screen space coordinates. It divides (rcp) the position by the screen resolution to get UV coordinates [0-1], e.g. for sampling a depth texture. Clip space coordinates are homogeneous and have a range of [-w, w] if I am not mistaken.

My assumption is that this is coming from the fact that SV_POSITION varyings/interpolators are a special case and even though a vertex shader is expected to output clip space coordinates, the fragment shader receives interpolated screen space coordinates.

Is this correct or am I confusing something? Are these suffixes incorrect?