Absolutely nobody will think this is 'clearer', this is a leaky abstraction and personally I think that the OP is right and == in combination with floating point constants should be limited to '0' and that's it.
One thing that really did it for me was programming something where you would normally use floats (audio/DSP) on a platform where floats were abysmally slow. This forced me to explore Fixed-Point options which in turn forced me to explore what the differences to floats are.
Fixed point gave rise to the old programmers meme 'if you need floating point you don't understand your problem'. It's of course partially in jest but there is a grain of truth in it as well.
What Every Computer Scientist Should Know About Floating-Point Arithmetic - https://news.ycombinator.com/item?id=3808168 - April 2012 (3 comments)
What Every Computer Scientist Should Know About Floating-Point Arithmetic - https://news.ycombinator.com/item?id=1982332 - Dec 2010 (14 comments)
What Every Computer Scientist Should Know About Floating-Point Arithmetic - https://news.ycombinator.com/item?id=1746797 - Oct 2010 (2 comments)
Weekend project: What Every Programmer Should Know About FP Arithmetic - https://news.ycombinator.com/item?id=1257610 - April 2010 (9 comments)
What every computer scientist should know about floating-point arithmetic - https://news.ycombinator.com/item?id=687604 - July 2009 (2 comments)
[1]: https://www.cs.uaf.edu/2011/fall/cs301/lecture/11_09_weird_f... (division result matrix)
Of course, it might not be something you want to overload beginner programmers with.
You should be using == for floats when they're actually equal. 0.1 just isn't an actual number.
A finitist computer scientists only accepts those numbers as real that can be expressed exactly in finite base-two floating point?