Quick retry depending on what key you have it set to might be the only button you can accidentally hit during gameplay and is the only button where such accidental hit loses you the entire run. As such it should have an option to use separate hold-to-confirm value.
The entire point of adding 0ms delay was to address the concerns of users who specifically did not want the hold-to-confirm behaviour (see #5402). In my opinion if the hold-to-confirm delay was set to 0ms, then the user explicitly agrees that it will be such, potentially to their detriment.
It is not wise to keep escalating the number of possible settings endlessly. I don't think anyone wants to end up with and/or maintain a baroque selection of multiplying settings with non-trivial interdependencies.
I wouldn't call just having another slider explicitly for hold-to-retry a non-trivial interdependence.
I'm one of those users who don't want hold-to-confirm behaviour. Except for hold-to-retry.
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The entire point of adding 0ms delay was to address the concerns of users who specifically did not want the hold-to-confirm behaviour (see #5402). In my opinion if the hold-to-confirm delay was set to 0ms, then the user explicitly agrees that it will be such, potentially to their detriment.
It is not wise to keep escalating the number of possible settings endlessly. I don't think anyone wants to end up with and/or maintain a baroque selection of multiplying settings with non-trivial interdependencies.