The thunks are stateless and can be called as many times as you like.
However, the extra “tape” (really value cache) for the reverse pass may be different, depending on the function (e.g. if a shadow pointer is captured/overwritten/etc).
If certain properties hold (or you swap out all uses of the capured shadow with your new shadow) you can do that.
Of course use enzyme’s batchduplicated/etc to perform as many reverse passes in one reverse sweep as you want (thunk or no thunk).