This is exactly the kind of thing why I want Ray-Tracing in video games, sadly not used to its potential instead of just making better reflections that can be ignored 99% of the time.
the point of RT reflections is not to stare at them, it's to get rid of Screen Space Reflections, which have a shitload of artifacts that should just be called what they really are, graphics bugs.
the fact that YOU DO NOT NOTICE THEM is the point... if something looks pleasing, natural, inoffensive, you just accept it and don't give further notice to it (unless it's gameplay critical)
Screen space reflections on the other hand are like if developers purposefully add a graphics bug into their game, only so that they can make good looking PR screenshots at just the right angle where the Screen Space Reflections look flawless... but then you move the camera, or a character walks though the scene, and your screen is full of occlusion seams, ghosting, disappearing reflections, stuff getting reflected that shouldn't get reflected ( recent example: hold a torch in your hand in Indiana Jones while standing on something reflective) etc.
at that point, YOU DO TAKE NOTICE... at that point they stand out, distract, and just look disgusting.
RT reflections allow developers to push for more detail (which they apparently want to even if it means constant glitches right in front of your eyes) without relying on SSR.
now... I would say going back to proven solutions that look good (planar reflections, render to texture, duplicate geometry, perspective corrected cubemaps etc), and actually fully optimising them would be even better than slapping the RT bandaid on this wound that SSR created, but today's lazy ass devs won't do that.
they love SSR, SSAO and SS Shadows because most modern engines allow them to literally just click on a toggle to turn them on and forget about it... no by-hand adjustments or optimisation needed... click a button and go!
RT can do that as well, which is why I see it as the only thing that can finally save us from SSR.