Not so much "not addressed" as "not pinned down as to how / where / why it happens" :) Definitely has been addressed in that it has been checked in quite some detail, with facts and figures collected and recorded :)
As an fyi, a couple of days ago I added the suggestion you mentioned into the internal bug tracker on the issue as being a possible solution - ideally we'd be able to identify why the noise level sometimes drops extra low, and prevent that from happening; but if not possible (or maybe possible but would just take longer), the idea of taking 3 measures of adaptivity (at 4,5,6 rather than just 5) and throwing out an outlier could work - though of course then you'd be doing three times as many adaptivity calculations which would introduce some extra calculations to the render time (which is why option 1, find and prevent why noise limit sometimes calculates lower than expected would be best).