I've definitely seen "DDoS" used when there was no malice, such as when a developer accidentally releases a client that generates way more traffic than it was supposed to. Probably because we don't seem to have a good term for "event that at the server looks exactly like a malicious DDoS attack but was actually due to a mistake or to the server becoming unexpectedly popular" :-).
My favorite example of whatever we are supposed to call this was John Carmack in 1997. From his 1997-12-09 .plan:
> Cyrix has a new processor that is significantly faster at single precision floating point calculations if you don't do any double precision calculations anywhere.
> Quake had always kept its timebase as a double precision seconds value, but I agreed to change it over to an integer millisecond timer to allow the global setting of single precision mode.
> We went through and changed all the uses of it that we found, but the routine that sends heartbeats to the master servers was missed.
> So, instead of sending a packet every 300 seconds, it is sending one every 300 MILLISECONDS.
> Oops.
> To a server, it won't really make a difference. A tiny extra packet three times a second is a fraction of the bandwidth of a player.
> However, if there are thousands of network games in progress, that is a LOT of packets flooding idsoftware.com.
> So, please download the new executable if you are going to run any servers (even servers started through the menus).