a blend, while saving you from flicker would kill GI with moving objects, since it the GI would lag behind, even when blended, in a weird way.
Kinda like the Asynchronous warp vs In game animation in VR, only with slideshow-esc GI.
For camera flight throughs, I do a spherical camera for each room and save and append the spherical GI to a large file, with GI for every room in a single file, no flicker no recalc.
With moving objects I believe there is only the good old frame by frame. UHD in animation mode however, should not result in visible flicker. I had issue with Z-depth fighting objects creating GI flicker. The offenders were carpets and picture frames as thin planes being aligned 1to1 to the wall and as the camera moved those Z values were differently interpreted with each GI recalc, while it looked correct in the direct visibility.
Unless Corona Devs are the first one to implement Motion vectors with each GI sample to "smear" interpolate based on object movement, frame by frame is the way to go with moving objects.
UHD really shouldn't flicker in animation mode, unless it is something obvious, report as bug and a dev should take a look at it.