Toying with creating self contained multi pass material.

I am playing around with advanced rendering techniques (custom/multiple passes, experimental shaders ect.) lately and there one thing that really makes things really hard,
and it is the whole drawing policy system design.
On one hand it is something that makes sense for a very fixed rendering path but it kinda cuts off the other hand by forcing the draw calls to share rendering states.
One of the ideas I am currently working on is to figure a way to let the material set the rendering state and this will allow us to render the same mash with multiple passes
with different DepthStencilStates/BlendStates/RenderTargets.

So my question to Epic devs is should I pursue this idea? is it something you tried in the past and decided not to develop further?