It is easier to implement computer chess programs with alpha-beta pruning, rather than teach them about planning concepts. Finding really important variations is helped by experience. Experience will act as a filter to find the most relevant moves quickly that meet the needs of the position. An experienced sicillian Dragon defence player for example, will look at variations involving the thematic Rxc3 quite often for example. An experienced Kings Indian player will be familiar with the tactical themes of the Kings Indian.
Computers have no emotions and fear.
Being systematic and not going over variations twice is an idea borrowed from how computers analyse positions. It seems slightly risky when for example you are going to sacrifice your queen or heavy material. This type of human re-assurance has to be balanced with Kotov's fundamental point about discipline in terms of not jumping from one variation to another and back again. This could have very bad consequences such as running out of time. The structural framework and discipline that computers employ to analyse variations is therefore a very interesting idea in principle.