My male face 4 looks similar on the benchmark. That wax-like skin is painful to watch. I'm pretty sure the additional polygons caused this glossiness issue initially. The real solution is lighting on the texture.

When light hits the model and does not consider EVERY visible point in lighting the model, then you’re going to get unnatural looking lighting. Shaders are made to allow the devs to determine per pixel lighting conditions. So instead of seeing what appears to be a gloss or subdued lighting, in a literal sense EVERY point on the polygon is lit according to the texture and adjusted based on the lights and shadows reflecting on it.

Please fix the shader lighting on the textures! It doesn't matter in character creation or benchmark. It's the same underlying issue.