Review the other billion complaints of the same with a forum search. Unless they started deleting posts, which given the situation this forum is in is highly likely.
The only real answer is “use a better engine”.
An alternative answer is, get a 3090 or bettter, disable all shadows and enable only ray traced.
As far as the problem itself goes, it is a combination of low tessellation of the landscape itself - afterall its probably still one vertex per meter - paired to the sorry excuse the engine uses to transition various density components.
Probably also paired to cascade. Which is why going full ray trace helps a little.
In short, unless they actually produce a landscape system that is up to date - complete with fustrum culled vertex streaming instead of chopping components - the issue itself is never going to go away.
Use a mesh instead of the landscape system. Usually its just much better.
I was having a similar issue with a landscape heightmap imported from World Machine. Lightly running the “smooth” sculpt tool over problem areas seemed to help quite a bit. I’m guessing those spots have bad normals or something and just touching them with one of the landscape tools resets them and fixes the problem.
Don’t give up on ol’ UE quite yet! There’s not a better engine out there…