The default options should be able to have their name localized, although I guess it depends on how the localization plugin you use works. They come from the database because I try to preserve any default behavior I can, as this usually helps with compatibility. I guess I can add a toggle option in a future update to make it so [CGMZ] Options takes over the name from the database as well, it was actually extra work I did to preserve the default code for the default options 😅
I have seen most localization plugins use a text code which gets substituted out depending on language, my [CGMZ] Options plugin should support text codes so I think there would not be any problems there. If anything you could use [CGMZ] Text Codes Everywhere to get text codes working anywhere they do not already work if needed.
The other approach I have seen localization plugins use is that they scan for the base language and then substitute that out. For example if it sees the string "Always Dash" it would substitute that out for a different one depending on language. This should also work, but this approach can be far more fragile due to white space and other string substitution (such as colors, etc) depending on when the localization plugin scans the string to swap it out causing it to have difficulty matching text.
I have not seen any translation plugin that makes you manually write the if language x then string y approach... usually the plugin does that automatically as most text areas do not allow you to write js. If it requires that then yes it would not work with the default option names here since they come from the database and you can't write custom js there. I would think it would also not work with the default options scene either in that case, so I wonder if maybe you are missing something with how your localization plugin works?