Much of the food in the game needs to be reworked if they want to make it an actual feature that needs paying attention to.
Many things could be changed for, I think, the better. For example, eating one kind of food endlessly is pretty dull (apples for dinner AGAIN? Ugh.). Perhaps implement some kind of depreciating value for the same kind of food eaten in a given time period, although that would need to be carefully looked at in order to balance it at both early game and late game play; new players may ONLY end up having apples, roots, and game meat to eat. Also, quality of food should be a modifier, not the end all be all for that food value. A q100 apple fills your food bar pretty much all the way, exactly the same as a properly cooked meal. Preposterous. Apples should fill, say, 5 food, with a modifier bonus of up to 50% more for quality. A q100 meat stew or somesuch should be the only way to completely fill the food bar in one go.
But I digress. More on topic, cooking is in a bit of a placeholder position I think. If they don't want to put in replacements for certain recipes, your "pork instead of beef" thing, then an easy solution is to provide an option to display only recipes for which you have the materials available, a checkbox would be the simplest way. That way, if you only have the materials for roasted game meat, you click the checkbox, boom, the only recipe in the list is roasted game meat.
As this is alpha, this fix is quick, sure, but it's a quality of life fix, not a "right now" sort of thing. Stuff like this will get looked at as they move into a more complete version of the game.
For now, 10 minutes of campfire life from a single softwood billet should be more than enough time to figure out what it is you wanted to cook