Yeah I completely agree there.
Imho their purpose is correct, to vary reflectivity, but glossiness map should be enough to do that. To use it further in spec slot to enhance the same effect means the map isn't strong enough, or they're indeed creating something that isn't there to boost the look.
But it's true it ideally shouldn't work that way..imho low glossiness should clamp specular reflection far more than in does currently in Corona, but I don't know
kind of math that should be. Only thing I know, is when I create material in Unreal, Marmoset, etc.. which all use GGX as well, high rougness (low glossiness), give me almost diffuse look. In Corona, it gives me slightly "shiny" look instead.
So yes, I also break my own rules, and do use reflection map, when it gives me visually nicer result. Or I often clamp reflection to lower number as I go to lower glossiness (like 0.5 for 0.5..).
It's just that I am not happy with such workflow, because I can't be sure which version is physically correct. The more you tinker with specularity in materials, the less they will work cohesively in the whole scene to plausible result. Of plausible doesn't mean visually interesting, I am not trying to stress the photorealistic aspect.