The way you write seems to imply you have professional experience in the matter, which makes it very strange you're not getting what I'm writing about.
Nobody ever talked about clamping - and it's not even relavant to the discussion as it doesn't introduce discontinuity that can cause aliasing.
What I'm referring to is shader aliasing, which MSAA does nothing about - MSAA is for geometry aliasing.
To illustrate what I'm talking about with, an example that draws a red circle on a quad:
The bad version:
gl_FragColor = vec4(vec3(1.0 - step(0.25, distance(vUv, vec2(0.5)))) * vec3(1.0, 0.0, 0.0), 1.0);
The good version:
gl_FragColor = vec4(vec3(1.0 - smoothstep(0.24, 0.25, distance(vUv, vec2(0.5)))) * vec3(1.0, 0.0, 0.0), 1.0);
The first version has a hard boundary for the circle which has an ugly aliased and pixelated contour, while the latter version smooths it. This example might not be egregious, but this can and does show up in some circumstances.