Well... the technique that you describe (shadow mapping) is actually pure rasterization it just requires more than one rasterization pass. This also ignores the fact that there are other techniques for getting shadows in rasterizing renderers (stencil volumes and other stuff that is rather considered historical today).
I get your point that rasterization doesn't support shadows "naturally" like ray tracing, but in my opinion your wording and the example is rather unfortunate. The same goes for reflections, I would say SSS or caustics probably are better examples since they are really only done with techniques based on ray tracing.