If you use the standard way to approximate a circle with Bezier curves, it will differ from a true circle by about 0.03%. The human eye is not capable of seeing the difference, and, as the OP mentioned, most people can't accurately eyeball a perfect circle anyway. This post shows the math behind that, and then shows that it could be made even better with a few different choices. https://spencermortensen.com/articles/…
If a Bézier-based circles with four nodes are too rough, I suppose a circle with 16 or 24 or 128 nodes can be made smooth enough to exceed the laser cutter's margin of error. If you want to produce a highly regular circle in Inkscape, draw a polygon with many nodes (say, 24), convert it to path, then make all nodes smooth and symmetric.
This is true for curve fitting of arbitrary curves, not just circles, though arbitrary curve fitting is a bit tricky (it requires solving quartic equations). I personally think you can take this as evidence that cubic Béziers are "good enough" for all practical tasks requiring curve representation, though for specific applications there might be other representations that work better.