In the object data panel enable custom normal data (In the geometry data panel).
Then in edit mode, select sharp edges of your mesh and then in the toolbar->shading set those edges to sharp. then enable auto-smooth
Then you can set the object to shading->smooth, and it will take into account your sharp edges, and not interpolate shading between it’s adjacent faces
You need to manually triangulate the face, connect the verts in the opposite way to what is causing the shading error and it seems to fix it (On the lowest poly example)
I know this is unusual shape and might need some tweeking
I mean most objects are not inward like that so might be confusing for shading
or could be a bug
Did you try manually triangulating the mesh like i showed before?
That removed the artifact from the low poly mesh.
Its due to the angles between the verts that make up the quad, its an impossibilty for a flat face to fit the verts, so a triangulated face is all that is shown. inspect the angles between your vertices on these faces and you will see what i mean.
so if you manually triangulate the face in the opposite direction to how blender has, the angles are less extreme and the artifact is no longer visable
in any case later I will need to add some thickness to this shape for better rendering
so will see if it comes back later,
I can always add some subsurf which help a little more