My workaround for now has been to have the indoor areas totally dark which is something I can do considering that the world is post-apocalyptic and there would be no electricity. When I remove the emissive lights the ghosting goes away.
Using Lumen, no hardware-raytracing, DX11, regular (cascading) shadow-maps, SM5 I tested with DX12 and virtual shadow maps, SM6 and I get the same results as below.
I went from fast-motion (char-movement max-acceleration is set to 225 speed, speedish of my fastest mount I plan to make) and this visual. You can clearly see smearing behind the character. It comes and goes, more or less, but it’s always there:
by using the command r.TemporalAA.Quality 2. The default value (for me) was apparently 1. Even the grass looks a little better in the bottom-pic. Not so much the blur, the the color comes across with more fidelity (to my eyes).