Right now no, I don’t think there’s a direct solution – the problem is caused because the shader manually applies a small offset so that vertices are shaded above the surface instead of clipping through it (though it’s still not perfect even after that; it used to be worse: Blender 2.8 viewport quality in edit mode - feedback)
One workaround you might be able to try is to model on a proxy object. Just as many VFx studios already model at 1/10th scale for their scenes / large props, in your case you need to model at 10x scale. Alt-D duplicate your mesh. Scale that duplicate up and model on that one… then ensure that works acceptably on your original object. I say might and acceptably because you wont be able to apply-scale on that duplicate which means certain mesh ops may skew (a uniform scale of 10,10,10 shouldn’t have many issues though). If that fails, you’ll have to model the base object at some higher scale in the first place: i.e. model at a larger scale and then alt-d duplicate / scale-down for your final scene placement; this way you can continue to make changes to the mesh at a base 1,1,1 scale and have it reflected at its true size later.