From my experience and setup this is not possible in the engine at the moment or ever.
The fractures waking back up is part of the physics body of the DM and it’s sleep family. By default this is set to normal which would allow the chunks to go to sleep more quickly and the other option is for sleep sensitive which would not allow them to sleep as easily.
Destructibles, while in a decent state in the engine, still have a lot of progress to make in some areas. As much as I use destructibles myself and know the system I do not recommend using them solely in this type of situation since there will be a hit to performance when 100s or 1000s of chunks are simulating when woken.
Using some of the other settings in the editor and using assets created with PhysXLab for more than a single depth layer can probably get some better results. You could setup the DM to use essential LOD depth that would define the depth that is essential for gameplay. Other layers could be timed that aren’t essential. Also using particle effects with GPU meshes that spawn on destruction is a good way to keep the fracture count down while still providing the illusion of a lot of destruction.
Battlefield 3 is a good example of this use: Battlefield 3 : Destruction fun montage [HD 1080p] - YouTube
In the video the buildings being destroyed do not have thousands of fracture chunks left that are in the scene. There are only a pieces, maybe 15-20, if that. The rest of the effect is using particles with debris meshes and smoke.