Doing some testing in Cinema showed that this only happens when a traditional light is present in the scene. HDRIs for some reason do not trigger this kind of behavior. Here are a few interesting things I noticed:
Using very low geo objects triggers the most noticeable shading error:
This isn't present on higher geo objects or if phong is disabled:
Beyond simple shading errors, it appears that this issue also affects reflections - presumably because the Fresnel angle is beyond 90 degrees (which is also probably why it is black without reflections):
And of course this isn't the case with higher density geo or phong removed:
After some further testing it appears that this isn't an RPR limitation though, but rather a physical reality of how light works. The same phong shading issues are present with just the OpenGL viewport, Standard and Physical renderers, Blender's OpenGL viewport, EEVEE, Cycles. As the viewing angle increases beyond 90 degrees, the object shouldn't be visible anymore. Yet the light rays are still hitting it, so it returns in ways that are unexpected. For the gloss renders, at 90 degrees the total light reflected is 100% as it should be.