Yes, I exaggerated with the "every damn window", the point still stands with exaggerated mirrorlike surfaces most games use when they shouldn't. It's nothing new or exclusive to raytracing either, it's happened before when devs get "new toys".
Devs don't exaggerate somethings, they simply set roughness threshold and RT reflections work for every pixel that falls into this threshold.
Roughness maps are a part of PBR ever since physically based rendering has been adopted by game devs.
Undesirable objects can only be excluded via object ID mask or something like this on per artist's decision.
Certain RT reflections might look exaggerated to you because these reflection will simply be missing in the frame without RT due to the nature of screen space effects.
Other than this, even if there is a fallback cube map, it's considered to be a good tone for artist to decrease brightness of the cube map so that the reflection appear darker and less visible than it should be in reality.
This is done on purpose of course because cube maps reflections most often don't match with real environment and because of this darker objects with darker cube maps perceptually look better than glowing ones with bright cube maps (even if bright cube maps are technically more correct for a scene).
With RT, there can be pitfalls too since shading is usually greatly simplified for the RT reflections, sometimes this can cause reflections appear brighter than they should be in reality since simple shading in RT reflections is not equal to full blown shading in raster pass.