No luckily your're not

My approach for displacement-types like these is that for every surface layer I create I create a parent surface layer.
So, if I want a layer of fake stones I first make a surface layer and attach the fake stones to it as a child.
This way I can also control heighth and slope constrictions.
If you do this for each fake stone layer you will also avoid the problem of having fake stones on top of each-other.
The reason your displacement is also on your fake stone is because you probably set the displacement layer to be on the "final normal" instead of the "terrain normal".
If you add displacement to the final normal the displacement will be added to the whole surface, fake stones included because they also have normals of course. If you use terrain normal only displacement will be added to the terrain.
It is then important to keep in mind where to place the surface layer you're going to displace.
The higher in hierarchy, the more surfaces it will affect.
If you put it as a last shader and on the terrain normal you should have full control and no displacement of the fake stones.
Martin