This is a terrible take, Shinobi. Developers offer options on PC. Its not too much to ask them to do so for their $60-$70 or more (in EU) on their next gen console.
It's not a terrible take, and what you're saying isn't the same thing either. Developers offer options on PC at the expense of finite optimisation. There can be countless hardware combinations with PC gaming, and thus each individual tinkers with settings until they get a rough target average frame rate.
Consoles aren't the same, they're instead fixed hardware and also conform to fixed frame rate and graphics priorities (eg a locked 30fps, or 60fps, with set graphics settings etc). Because of this closed nature, not only are they more specifically optimised (time consuming in and of itself), but they tend to run better than the equivalent PC hardware and settings too.
It's true that some console games do offer options too, but often it's those with more graphical headroom, where the settings differences are extreme (eg 1080p vs 4K), or where the toolkits used are more favourable to platform spreads.
Offering these options on console games also means more development time away from polish and content (this on top of already having to develop for more platforms), and may also compromise the graphical potential somewhat, since the devs are spending less time maximising optimisations around a specific set of fixed settings, and instead multiple.
It's not as if you can't already do this with planar reflections.
Planar reflections also come at a much higher rendering cost.