This is expected. Screen space reflections (SSR) are a primitive but fast version of ray tracing. Reflection rays are tracing against the depth buffer of the screen. To do so it steps along the reflection ray testing each point for whether it intersects with the screen geometry. Doing this pixel perfect is extremely expensive because every pixel along the ray would need to be tested. Reflecting something on the other side of the screen could require 1000 pixels to be tested for a single ray. For performance reasons it does far fewer and does some fancy filtering to avoid artifacts that look like slices. That fancy filtering leads to the blurry, noisy or smudged look of reflections.
What Jordan is referring to is glossy SSR which means the blurriness of the reflection is based on the roughness of the material. You can see the difference between the mirror like surface on the left and the rougher surface on the right. The roughness 0.3 surface still reflects but the reflections are blurry. This is correct and desired. The quality of glossy SSR I intend to improve in future releases.