@ Raansu: We already established that the option select is in the first throw, not the second. It is still similar to your example; if the opponent holds, you get a throw; if the opponent doesn't, then you simply whiff.
@DrDogg: An actual throw only executes after it connects; otherwise it's just the attempt animation that 'executes' and not an actual my character just grabbed your character animation. Whiff animation executing and a connected throw animating is completely different.
"if it were an option select the throw wouldn't execute unless the opponent countered."
Grab attempt animation executing and an actual grab connecting/executing are obviously two significantly different things; significant enough that they become two seperate scenarios based on a single notation, so:
"A real option select means that you input a single notation and based on the opponent's actions, your character performs one of two options."
This still applies. The grab is a single notation. Based on the opponents actions (to hold or not to hold) your character performs one of two options: execute a highly damaging grab or whiff in the opponents face.
Still similar to your SFIV example because in both cases, the attackers' option select changes based on their opponents action/s.
So again, how is this different? Plus, I already gave the SFIV OS example plus another regarding 1 button grabs. There is a (commonly known) OS example with normal throws in KoFXIII. In KoFXIII; if you go for a normal grab off an empty hop for example, and hold fwd+C/D (depends on the character); you will either get a grab if they stay blocking, or you will hit them out of the air with a close normal if they attempt to jump. However, this doesn't even give you as much basic advantage as the DOA4 scenario because they can either tech the throw if they look for it; reversal special or even use their own close normal; you do then get more advantage if you mix-things up with timing but that's beyond the OS point, much like the scenario after the first grab in our DOA4 example.
A basic GG OS example is with air-grabs; they are performed the same way they are on the ground. If you are in the correct range/alignment, you will get an air grab; if not, you will hit them (they may take or block it). This scenario is different than the SFIV, KoFXIII and DOA4 example; plus, this example can't really be affected by the opponents actions. It is affected by a number of things actually, but mainly, player judgement; it's an OS that covers an attackers' mistakes. Though, yet again, this is still unanimously known to be an OS; even the DOA4 example has more in common with the SFIV & KoFXIII examples.
There is no law saying that an OS is strictly the way you explained. There is room for leniency, albeit very small; but the DOA4 example still fits.
We've all said the same thing defining what an option select is; a single input that can yield seperate results, in order to lessen risk/yield more advantage. So again I ask, how is this example different?