SFML 2.x hasn't changed as much. There are a bunch of (advanced?) features that you won't see mentioned in the books, but the basics of how to structure your application for a game and how to use the basic SFML classes, such as texture, sprite, vertex array, render window, etc. are all the same.
Beyond SFML, you may also run into some C++ code, that you could be doing a lot simpler with C++17.
Personally, I do recommend SFML Game Development, especially since I know the authors have been using SFML for a longer time when writing the book, but then again I haven't dug a lot into the other books to objectively judge.
(Side note: Ignore all the bits that explain how to use C++11 features without a C++11 compiler, you can directly use C++11 and even C++17 features these days
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