The OpenGL spec has a lot of little cruft, and this is one piece of it. The point sprite specification is already basically two concepts: old-style point sprites from pre-GLSL days, and GLSL-style point sprites. And the separation these days is pretty distinct.
Except for clipping.
For some reason, the spec still says that point sprites must be clipped like old-style hardware-based point sprites. That is, by the actual point, rather than by the area generated from the size computations.
This is stupid. NVIDIA doesn't even bother to clip correctly. So the ARB may as well formalize existing practice and just make it work correctly.



