Lmao, I did sorta completely miss responding to your actual question, didn't I?!
The reason why the current phrasing is as it is for the P2P row is probably due to its prevalence in modern games since circa 2007 or so. If a game did not have a dedicated server option, it was basically guaranteed to make use of a P2P network topology between players.
But upon re-reading the actual phrasing, I see what you mean -- what game actually exposes a "dedicated" option through their in-game multiplayer options? Basically none does; dedicated options are almost always entirely separate external tools/server software that doesn't require starting and navigating the in-game multiplayer options.
I am not actually sure how to best rephrase it either. The actual proper way of determining if a game is P2P or not would be to disable all form of VoIP functionality of the game, boot into a multiplayer game, and then inspect the type of connections established by the game through e.g. Resource Monitor of Windows, and whether those connections are to residential IP addresses or corporate addresses.
But that approach also isn't guaranteed any longer! After the use of DDoSing and similar attacks between players of a multiplayer match in P2P connection setups to gain an unfair advantage over another player, more and more multiplayer platforms provides player anonymity and network routing through their own infrastructure. Instead of the package being sent directly from player to player in a modern P2P topology, it instead gets sent to a relay/edge of the online platform provider, and then after the package have entered their infrastructure it gets routed to the closes relay/edge to the other player.
What that means is that instead of player <-> player, the P2P network connectivity becomes player <-> platform <-> player. This approach not only ensures anonymity through hiding players' own private IP addresses (and therefor prevents effective DDoSing and such malicious techniques) but can also in some cases lower network latency between players as traffic gets sent through dedicated (to the platform provider) channels worldwide as opposed to being sent across the "public" internet.
Having player-to-player traffic sent across the "public" internet subject the network packets to the whims of all random ISPs between the two players which can cause the traffic to be routed waaaaaay off occasionally if it ends up being cheaper for an ISP somewhere between the players to offload the traffic to an ISP further away than one that happened to be closer.
Riot Games uses such a modern approach for their games nowadays and Steam implemented it as an optional features for game devs a year or so back. I believe Ubisoft also implemented a similar approach in For Honor a few years back.
So basically... P2P nowadays is a hassle and a half to determine...