I am pretty sure that you do not have to observe photos for over 30 years to notice the effect, that ambient occlusion is designed to account for. Taking a walk though concrete jungle on a sunny day would be enough to notice that corners do receive less indirect light than flat surfaces. But gotta admit, that human eye is pretty bad tool to make conclusive measurements.Showing photos with reflective surfaces does not help the case either. Bounced light will make them appear brighter(Which you can also successfully achieve with baked bounce lighting in UE4).
You started your question, stating that it would be good to control AO intensity in shadowed and lit parts separately. I imply that it is pretty useless, as you already have all the set of artistic controls in this respect. There is simply no connection between ambient occlusion and direct light. You’d be surprised, but implementation of AO in the high-budget triple A game you are referencing in in your post is not much different.
Now on UE side of things, if you are getting shadowing in the corner, where you would expect none in a corresponding real-life scene, it simply means that in your UE4 scene, the balance between direct and indirect lighting is shifted towards the latter one, as compared to the real scenario. In other words, just crank up sun’s and lower skylight’s intensities.
Direct sunlight, AO disabled:
http://i.imgur.com/kmofqj4.jpg
Direct sunlight, AO enabled:
http://i.imgur.com/IsHVf7V.jpg
Low intensity sunlight, high intensity skylight, AO disabled:
http://i.imgur.com/kF8E20y.jpg
Low intensity sunlight, high intensity skylight, AO enabled:
http://i.imgur.com/a3qxV88.jpg
In addition to that you have exposure controls and numerous post-processing techniques to achieve the picture you want.