Hi Fabian,
yes, I tried 0.75 here. Indeed, if I had it at 0.5 (or even 0.0) the glossiness on the sides (which kind of looks like rim-light-shading) vanished a little, but the overall visual impact on surfaces the viewer is looking directly isn't really much influenced.
But, after your post, I had a look on the "Horizon Occlusion" - Parameter (Reflection>GGX). (You are writing to use the GGX-Model, which inded gives the best results for me too)
If i set this parameter to 0.0 too, then (in combination with a lower horizon smoothing value) it looks noticable less glossy (see Screenshot)!
It's still not perfect, some materials like the wooden particle-board-material on the ground for example, are still quite glossy. But maybe that's something one has to live with when converting from one engine to another. (Except you or someone else still has another better idea of course

)
As a test I tried to lighten the roughness map in Photoshop, and partially (on some materials) it gives me really good results, but this probably isn't a recommended workflow ;-)
Thank you!