If your genuinely asking about normalizing distances, my back-of-the-napkin approach is to literally just -- Slope/Length -- to get a good idea at how difficult the course is apart from "hit it long and straight."
I wrote a long piece on
Luck vs Skill on the golf course, and I think it's incredibly relevant here. If we're talking about what features, I think the easiest way to do that is look at features that are both high-luck and high-skill focused on dispersion patterns, but high-luck courses will always increase difficulty regardless of skill (which is often just a proxy for controlled shot distance).
I recently posted my redesign for #13 at Valhalla which requires both skill and a bit of luck. Tom mentioned afterward:
One reason island greens generally suck, is because you can't have contours like the ones Matt has designed here, or decent approach shots will wind up wet.
I think that distance-normalized, higher difficulty is going come from exactly the types of features that are effectively not controllable, and can only be mitigated by choosing the lesser of two evils (in my example, making a shot that risks the bunker instead of the water), or one that could only be mitigated by an angle that was played to before hand.
As an aside, an exercise I've always wanted to see (and may already exist), is a course that has sets their back tees at a lower rating and lower slope than their second longest tees. I believe this could be achieved with challenging angles, on obstacles that block assess different sections of a wide fairway. This could keep the "we play the tips" folks in play, while giving the serious player, who actually looks at the rating/slope before play, the opportunity to take on a real challenge. Maybe that's functionally impossible with the current slope/rating system, but it should be possible in principle.