In fact I think we should rely on UVs

as selecting polys and assigning a different material - will and should break things up .. if it wasn't doing it before than .. well it was wrong ..
Especially for glass objects .. as you know you, for proper glass you gotta have both walls .. front and back .. and selecting polys on front wall and changing material - confuses the system as it turns out that when light ray enters it receives one information and when it exits it receives different one.
So instead off selecting custom polys (which i also do sometimes) use UVs. as poly selection works fine only on straight lines or loops. you can map textures to pretty much any parameter that makes you alter the material the way you want .. that includes normal mapping, nd, k, attenuation, colour and etc. ..
Ups are made specifically for that - so I think engine itself behaves as it should.