I have tried to make it with a Glossy shader node. But I either get glossy with reflections or matte surface with small reflective details.
Gloss is essentially the same thing as specularity. Glossy means that rays reflect off the surface at the angle of incidence (specular angle), producing a reflection.
From the Wikipedia page:
Gloss is an optical property of a surface to reflect light in a specular (mirror-like) direction.
By definition, gloss (or specularity) will give you reflections, and thus “gloss without reflections” is a self contradicting statement. So, short of some compositing tricks as sambler has explained in his answer, it isn't really possible to have gloss without reflections.
The roughness slider simulates miniscule roughness in the surface by scattering rays slightly away from the angle of incidence, giving the matte-like shading.
A glossy shader will show reflections of objects and lights around it. To remove the reflections you want to separate the object by using render layers and then composite it together.
The trick to what you want to achieve is to have the object on a scene layer by itself, then setup a render layer to show that one scene layer and exclude other scene layers.
Here layer 2 is enabled and layer 1 is excluded
Giving you this ball by itself
but the other layer still sees it so has reflections of the ball in between.
composited together you get a ball in the middle without reflections