Maybe something with r.Lumen.Reflections.SampleSceneColorNormalTreshold, which is designed to prevent to sample wrong side of the mesh.
This hit skip is only active for GI and can be toggled with r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.SkipFoliageHits. If a hit is skipped then it will be continued using world space traces. The idea here is that two sided DF are dithered to they should leak light and make foliage occlude less.
Anything set per mesh or material would require to add a bit to GBuffer and GBuffer space is at premium, so unlikely to happen unless it’s undoubtedly a critical and must have feature to ship.
We could do some kind of skips based on data which is already there, like shading model. For this we need just need to figure out a common need, so that we add something that is useful for most people.