Hey there,
Unfortunately, not today. The way it works is explicitly that if there is an attached clothing asset on a mesh and you have EnableClothing turned on, it will grab that meshes clothing data and apply it. I’ll raise this up with the dev team as a feature request, but if you wanted to explore creating your own approach to bypass it you could start looking at UCustomizableInstancePrivate::BuildOrCopyClothingData and coming up with a scheme to decide if you want to include that data or not.
Dustin