I think so yes. There is a sub-class of Data Asset (or overriding a UObject virtual) which “upgrades” data assets to Primary Data Assets. When using this type of Data Asset you can markup the soft pointers with meta values for “bundles” that they belong to. Then you can use the Asset Manager (not Registry) to load bundles of soft pointers instead of gathering those paths individually to make load requests (either through the Registry or direct LoadSynchronous calls).
In XCom2 and Marvel’s Midnight Suns, we went so far as to have the Primary Data Assets all loaded all the time. But since the “expensive” content were soft pointers on bundles it wasn’t really a memory problem. I’ve expanded on this pattern in a plugin on my github that also integrates game feature plugin support (those weren’t available for MMS) so that one specific type (and it’s children) are loaded as long as the feature is active. Then the game is able to just ask the Asset Manager for “all weapons” or “all costumes” and you know it’s only the ones that are valid right now.
(edit: I’m just realizing this is in the Blueprint filter, so it’s worth mentioning that all the Asset Bundle support requires creating asset types in native as you can’t set the meta data on blueprint members without a third-party plugin solution)