I would go further - don’t use glass shader, set it up manually, where you mix in the absorption things you want with the refraction. That way glossy is handled in the end/layed on top as it should be. The absorption could be any mix of refraction, diffuse+translucency, diffuse+sss, maybe driven by some factor. If plastic is stressed due to production method, it may become turbulent in certain stress areas only, so maybe use pointiness? There really is no guaranteed “this will work” for a textual description of a problem.
I would stay away from Principled in this case, as there are certain things it just doesn’t do. And the glossy should be on top anyway, so you can’t just mix it. And yeah, it can get really complex, as you need to consider the shadows as well if not relying on caustics.