It depends on the type of GI - you can do "RT GI" in a very cheap way as described by
here but it is not really tracing the lighting in the scene, rather it is tracing the occlusion of baked probes in the scene. It is going to have accuracy issues and issues of dynamism. So you can have something called "global illumination" modified by RT, but it is not the real deal. So I am not sure exactly why Cerny put the difficulty ordering in that way above^^ - maybe he is putting RTGI below reflections there since he is referencing cheaper approximates like the link I put above instead of the real deal.
RT GI, when done in a dynamic way not just modifying probe occlusion with REAL glossy reflections would end up being the most expensive technique as it includes reflections as part of it even.
Even Metro Exodus simplifies how it does RTGI because it is extremely expensive to do it in the most correct way. The way the specular reflections are done in Metro Exodus for its GI are simplified - still better than none at all, of course, but still it must be said.