It is possible anyway.
The reason why it works so hard is because these vertical surfaces are very stretched and so are the coordinates for the populator, resulting in sparse distribution of objects.
So you'd need a very small compute terrain patch size, to potentially create more subdivisions of the steep surface and you also need to increase the density of the population.
In the end you may end up with a population for the steep surface and a separate one for the 'regular' not so steep surface.