No, they are not all of them. This is a common game, there are many books claiming there are 3 plots, 7 plots, 12 plots, 21 plots, 23 plots, whatever.
You could say there is only one plot: Character Has A Problem.
Overcoming the Monster. The monster is the problem.
Rags to Riches. Poverty, disrespect, deprivation is the problem.
The Quest. Finding the McGuffin is the problem.
Voyage and Return. The reason for the voyage is a problem; perhaps a craving for adventure, perhaps a mission.
Comedy. Still always a problem, just this time its funny.
Tragedy. A problem that doesn't get solved.
Rebirth. The problem is the Character, or the solution to the problem demands a major change in the Character.
Romance: The problem is winning the desired partner, or if already won, finding a way to be permanently together.
Non-romantic love: The problem is with forming, pursuing or repairing a non-romantic relationship (parent, child, friend, etc).
Each of these problems can be presented in various ways, with various twists, and the different supposed "archetypes" can meld into each other: From your original list, Overcoming the Monster could easily lead to a Quest, or Rebirth; as could Rags to Riches. Or Rags to Riches could lead to Tragedy; succeeding in the Rags to Riches may leave the MC isolated, vilified, and lonely.
Don't believe it! It may be useful to know how various archetypes or plots unfold, but my advice (after reading about a dozen books on plotting) is to stick to ONE archetype: Your character (or crew) has a problem.
Then something like the Three Act structure. The story starts in Act I, their normal world. The problem appears in Act I. In Act II they try various ways to solve it with varying levels of success. In Act III they try their last hope and either succeed or mostly succeed or they fail.