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Managed to do it by using inverted pointiness of Geometry node instead of Ambient Occlusion node.


I'm not great at sculpting, but what you can do is: Select faces in Edit Mode. Go to Sculpt Mode and from the Face Sets menu choose Face Set from Edit Mode Selection. Enable Options > Auto-Masking > Face Sets. Now the Face Set is masked and your sculpt only affects the mesh outside of the mask. Maybe there is even a better way, I don't know if vertex ...


You can use normals of mesh. Works perfectly with cubes since you can pick one of three coords (x, y, z) and comparison mode (greater or less) to displace exactly one side of the cube. But it's more difficult with other objects.

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