It's meaningless, though, since the same (massive) caveats apply as when cryptocoins tried to claim they were a viable and better alternative to traditional financial services: buying and owning digital assets is entirely possible to handle with existing, more efficient technology.
Nobody that sells digital assets has any reason to buy into whatever purported benefits a distributed system provides other than hype: you don't need a distributed system if you already control all the servers and everyone is fine with that. The subset of customers that will be _REALLY MAD_ that they can't use their Fortnite skins should Epic disappear is vanishingly small.
NFTs don't even have the edge case that they're useful for transactions for illegal goods. It's grifters boosting bullshit trying to make a profit through and through.
If you think about it, land ownership is also just a very well established social convention.
If you think NFTs add to that the ability to resell as a hedge against initial purchase price, then Valve added a player driven market to TF2 in 2012, the same year Blizzard added the real money auction house.
If you think NFTs add the ability to use content across games, Metal Gear Solid had features involving reading other game save files in 1998, Nintendo Amiibo launched in 2014, and Steam also allows for this via player inventories.
If you think NFTs add the ability to cash out for real money, that's been possible via external third party sites in TF2 since 2013, and analogously for real money gold sales in World of Warcraft since about 2004.
There are ways in which all of the examples above are not totally perfect and/or are more technically clunky than the vision of what this looks like in 5-10 years, but qualitatively more or less every feature of NFTs already exists in various forms over the last 20 years, in some cases all in the same product.
If the Segway was invented and the inventor cited Jules Verne and Isaac Asimov as influences, but had never heard of or wasn't willing to talk about scooters, vespas, skateboards, or cars, that'd be a huge red flag, even if you think that Segways add a bit of value.
So I think the parent's question is still pretty well taken -- what's the connection between the thing everyone's been willing to do for 20 years and the thing that's alleged to be new and different?
Even in the late 90’s folks were buying and selling virtual items in Ultima Online.