Using and animating characters with morph targets without glitches?

Do you want to say that DAZ3d Genesis 8 and MakeHuman chars have a bad topology?
I don’t believe that, because my super high poly MakeHuman char has this as well and the glitch does not occur in DAZ3d or blender 2.79!.

The geometry allows for good stretching and behaves in a clean way. Textures are clean as well, it’s only the “lighting”.
Even without direct light source it is visible as a darker spot. No matter how many vertices the area has, stretching will always occur with arms raised up poses, no magical topology can prevent that.
The armpit is a spot where the mesh loses volume (linear skinning) or bulges the most (dual quaternion skinning).

Recomputing skin cache / recompute tangent for some strange reason does nothing anymore (have even tried to recalculate all shaders).
Really no solution possible? Not a single person who is sucessfully working on animations / poses of that kind in a real time environment, where the character skin is exposed? (clothes can hide this issue sometimes as they have an irregular topology anyway)

It’s only this one annoyance, otherwise everything would work perfectly…