Again same issue in regards to terminology, what is "emphasize depth", "add new details"? If I were to guess what you mean I would say - yes you have more control over the values instead of a simple metal/non-metal switch, however you also need more technical knowledge and be careful not to break the energy conservation rule. Also if you read my article on "Down the Rabbit Hole" you would see what little difference this makes... unless that kind of thing keeps you up at night
The Metal/Non-Metal switch is always there, regardless of whether we use IOR or Disney Specular mode.
If I understand correctly, the Specular/Glossiness method is a method that was implemented in CoronaMtl (with the difference that IOR and Reflection were separate parameters)? and in the new PhysicalMtl - the Metalness/Roughness method, but with the ability to control F0 for the dielectric through Specular (if you turn on the Disney Specular mode, or through IOR). And usually, when they talk about Specular/Glossiness, they mean the Reflection slot, that is, the CoronaMtl implementation, in which nothing is converted to IOR, and IOR and Reflection are different parameters, unlike Disney Specular. Is everything correct? In your article, you said that Specular is the result of IOR and Reflection together. In your example, you created both metal and dielectric with one material. But when you used the Specular texture it wasn't the Metalness/Roughness method. You set the IOR+Reflection values for the metal and the dielectric with the same texture, and for the dielectric it was just a color that should be within a range, eg IOR 1.5. In Corona Physical, this can be done only by the Metalness/Roughness method, where it does not make any sense, since by default, the dielectrics already have this value, and you can simply manually decrease or increase the IOR and everything, and the Base Color parameter ( such an example you had ), we will define both the color/strength of the reflection for the metal and the diffuse reflection for the dielectric. Moreover, the IOR of the dielectric will not affect the Metal in any way. So in the Metalness/Roughness method, Specular is just a converted IOR that controls the F0 for the dielectric. But it is another matter if we want to make not just a single color, but some texture/heterogeneity, in order to give different degrees of reflection to different parts of the dielectric. That's what I asked about. That is, in advance, I have to make something like a procedural Mix map, where I specify in advance the exact Disney Specular color (calculated, for exact conversion to IOR) for this or that part of the dielectric. But the task can become more difficult if it is not just some Dirt texture, but for example a wood texture, where different fibers should have different reflection strength.