Maybe you misunderstood what I meant, with "reflection level", I meant the amount of reflected light, not the number of bounces of each light ray. Sometimes other renderers call it "specularity" "reflectivity" "reflection level" "reflection amount" Vred calls it "glossy" (which to me is very odd wording because the "glossiness" historically is simply an alternative (inverted) of the roughness map.
Based on my understanding of the direction that renderers took in the last few years I think that the roughness/reflectivity connection with an inversely proportional law is pretty shared.
For example: Corona, luxcore , cycles, eevee, art have the following behavior: rougher materials return less light to the eye of the observer, this behavior actually makes a lot of sense to me because with rougher materials you have a spreader light ray which results in more bounces of light at microfacets-level and thus a higher amount of absorbed light and thus only a smaller amount of light reach the eye of the observer. That's why all these render engines connect the "reflectivity amount" (which Vred calls glossy) and the "roughness" of the material with an inversely proportional law.
The following two picture should clarify what I mean:
Vred (left) = roughness + inverse of roughness map in glossy channel
Blender (right) = only roughness map
This is almost identical between blender and Vred

Vred (left) = only roughness map
Blender (right)= only roughness map
In this case the Vred version is very odd

As you can see if I only use the roughness map in vred the amount of reflected light on the rougher parts of the texture is too much and it's unnatural, because of that the rougher parts are barely visible.
On Blender, I only input the roughness map and it automatically lowers the "specularity" level (what Vred calls glossy) according to the amount of roughness even if the specular is set to 1.
I hope my explanation is clearer now.
TlDr: I'd like to have a button to invert the glossy map, or maybe a button that activate this "inversely proportional law between roughness and glossy amount" and maybe it could be nice to call it specular and not glossy, the "glossy" word is very confusing for whoever comes from any other renderer.