Micro/angle dependent Roughness & Iridescence

Yes it has Fresnel - but you need to be careful not to conflate two different effects.

Fresnel increases the brightness of reflections at glancing angles (and conversely reduces the reflection at facing angles). The effect is especially prominent on glossy materials (like clear coat) - but can be observed even on rougher materials.

Micro-roughness increases the sharpness of reflections at glancing angles - and is especially prominent on matte plastics, brushed metals, satin paint etc.

A real world material should include both effects - as the node setup in post #51 does - this means that reflections become both brighter and sharper at glancing angles.

Using micro-roughness alone doesn’t work as the reflections will stay the same brightness at all angles.

Including the Fresnel term alone doesn’t work as reflection stay the same roughness at glancing angles, resulting in Fresnel halo.

This image shows the same material with the same roughness (a black rubber material). The closest chess piece has both Fresnel and micro-roughness effects active, The middle one has micro-roughness only, with no Fresnel and the furthest one has Fresnel only with no micro-roughness.