Behavior and Threat Profile
Dobermanns as guard dogs in Leonida are not ambient decoration. They respond to perimeter breaches, they track by scent, and a property with a Dobermann is a different category of approach problem than one without. The dog is faster than the player on foot, it covers the distance from the far end of the property to the fence in seconds, and it does not give up the pursuit when the player crosses a threshold that human NPCs stop at.
In Leonida the Dobermann is the stealth-mission variable. A property that has one is a property where the approach needs to account for it before anything else. The detection arc is wide. The movement speed is high. The bark that precedes the attack alerts every other guard on the property.
Dispatching the dog creates a noise and ethical issue simultaneously. A non-lethal solution creates time but does not remove the threat. The Dobermann forces a decision before the mission proper has started.