Thoughts, from 3ds Max haven't tested in C4D yet
- The "GI effects in the shadow pass" when I tested was only because I had an Environment active (so, it was casting its own shadows). If I turn that off, then I get shadows from light sources only with no "GI effects" in the shadows from light bounces. So to get the effect like the one I believe you are looking for would take a separate render pass with any HDRI / Environment turned off. The CShading_Shadow doesn't discriminate in what is causing the shadow.
- Could either desaturate after rendering, or do a separate pass with a material override, in order to remove colour information (but see below)
- Handling objects with transparency (or opacity <1) would require thought, for instance you couldn't use a material override if you wanted to preserve that, and adjusting Exposure and / or Contrast may be necessary to see different strengths of shadows (depends on whether you need different strengths, or just "all or nothing")
Sample image where I adjusted Contrast to 10 so that the shadow for the semi-transparent sphere was less strong than the solid cubes, then desaturated in post, which looks much like target look that you posted. Does need the separate pass without Environ though, unless you want the shadows from that included (and that would depend on intended use of the layer).
EDIT - and inverted the image in post too.