Is there a objective reason for matrix naming conventions?
I think the naming order is intuitive because it is in reading order (left to right), e.g., worldViewProjection means that your point/direction is first multiplied by the world matrix, then the view matrix, and then the projection matrix. In this manner, you know the correct multiplication order by just reading the variable name and you do not have to think about mathematics at all. In your case, I think the problem is that your intuition seems to be focused on how you write the equations on paper or code.

The idea that a point is a column vector and matrices are multiplied on the left is also just a mathematical convention that you are used. You can use a row vector and multiply on the right by the transpose matrix, and the math is exactly the same, but would imply a reverse writing order in compound transformations. Some people just prefer one notation over the other.

I have read some old computer graphics books that use row vectors as points/directions, but it seems that most modern books have converged on using column vectors. IMHO, maybe this change during the years is one of the sources of confusion for so many new CG students.

For instance, if you choose to represent points as row vectors you would write something like this in your code: new_point = point * world * view * projection. On the other hand, if you use column vectors you would write this: new_point = projection * view * world * point. The important thing is that these matrices must not be the same, that is, the world matrix in the first code is the transpose of the world matrix in the second code, and the same is true for the others. As you can see, if you choose one math convention over the other, this will probably have influence on your naming conventions while writing your code.