I'm pretty sure no PS2 game has 14-poly characters - but I figure you meant something else

Anyway this goes back to what are we actually measuring though (and why the genre matters - if it does)
If you're just looking for skinned&animated characters set on a polygonal stage - then plenty of PS2 games exceed those numbers (eg. a certain horror game where the final boss exceeded 100k polys by itself, with volumetric shadows and all, or Jak games where realtime cutscene models were in 10-20k range with 4-5 characters on screen at once, alongside using actual AA on them as well), but best in class examples indeed, likely aren't fighters.
Although if you have 4 7k characters on screen does that make it somewhat less impressive than 2 14k? (I can only comment from GPU execution complexity perspective - but I know everyone has their own metrics for what they count and what not).
The light source thing is one of those 'headcanon' topics I referred to above. I've seen plenty of debates in 20+ years across every console gen about 'lighting this/that' and it virtually never gets qualified with numbers. For instance - on PS2 the 'low-end' number of influencing lights per object/triangle (I was gonna say average, but really it was incredibly rare to go below this) was 4. This is in stark contrast to everything that came before it - where indeed, you'd have games with single or even no dynamic light sources for what was being displayed. But no discussion starts from 'lighting on PS2 is 4x more complex on this game' - the common argument usually goes like 'oh they probably have better lighting >because< it's PS2, but textures, colors blahblah'.
Now - it's been decades since I've seen Naomi 2 specs. While I recall total throughput with lots of lights being mentioned, 'spec sheet' does not equal real-world use, as - basically every console ever released demonstrates. 'But but hw acceleration' doesn't really say anything without that context. If VF4 is the measuring stick - what are factual stats being compared - to discuss 'what'(if anything) was 'comparable' we need goal-post to begin with.
I agree DC has a large gap - but so did others, and if there's one console that stands out with having the widest gap from bottom to top - it was XBox.
The
best they got was things like Riddick or HalfLife 2 port, or some Gen 6 ports in literal HD (SC2 in 720P, Dragon's Lair 1080p).
The
worst was literally 'PS1/N64 pro/high-res' - yes even that console received shovelware from that category.
PS2 had incredible lows/highs as well - but I think XBox gap actually has it beat.