So many ways to fix this issue, Easy way is to raise Roughness & lower Specular to 0.02. Normal values also affect this issue. High metallic values also affect it. Hopefully Epic fixes this issue properly in future!
So this is how Unreal Engine landscape look with "Correct Values" applied in a landscape material. So good, Thanks Epic....
This is how Seas are supposed to look Not Landscapes! As pointed out by jono23. So after playing around without much luck I noticed the issue isn't limited to 1 setting.
Since Quixel Bridge, Mixer & Megascans don't do Specular maps we'll make our own. 1 way to do this is to use the R channel from Albedo & Clamp it to 0.5, Now you have a basic Specular map
Another way & the way I'm using is to 1minus the Roughness channel since the opposite of Roughness is basically Specular.
So keeping in mind I'm 1Minus'ing Roughness we need to add some Contrast & intensity to control the specular & just a Lerp & intensity control for roughness to keep it all in check.
Values for Reference. Specular Contrast & Roughness Intensity are the 2 you mainly want to play with to tune the Shine.
Result. There is a slight colour difference between the 2 but that's easily fixed with colour controls if need be. You can also Lerp in a Fresnel + depth fade if you want shiny mountain tops in the distance but personally I tune those per Mat