Is there a method to recalculate normals for geometry deformed with WPO, on a section of a Vertex paint mask?

Yes, use a custom shader to recalculate normals in the pixel shader using derivatives (ddx/ddy) or world position offsets, masked by vertex colors.
Yes, use a custom shader to recalculate normals in the pixel shader using derivatives (ddx/ddy) or world position offsets, masked by vertex colors.
Yes use a custom shader to recalculate normals in the pixel shader using derivatives (ddx/ddy) or world position offsets, masked by vertex colors.