This is the same situation as any other situation that you would normally have in a regular course of a match. You want to minimize risk vs. reward in general. It’s not an option select. It’s a strategy/tactic choice made by the player. For example, if you cornered an opponent then they would have limited options to respond. Sometimes, their options are limited to just acting defensively (ie blocking) for the time being. If they chose anything else, they can be punished. If we were to get rid of all of these situations, it would become a paper/rock/scissors game. There would be no thought for the situation that is created. I prefer having to consider a dynamic situation that tests my valuation skills.
I look at a safejump situation as the same as most other situations. It’s like I have a choice between using an attack that would leave me open to a possible reversal, or I can use an attack that would not leave me open to a reversal. Whether the person is on the ground or not does not matter. It’s a choice of having a forced block string or you block them and then they get punished automatically for choosing the wrong thing to do.
By the way, when you say option select, what immediately comes to mind is the technical term used in the fighting game community. Option select is an input that you make as a player. Then the game, not the player, chooses what action your character would take depending on the situation. The simplest situation of the option select is when an attack button was used to throw your opponent depending on if you were close enough or not.