No.
Event stealing is a resource management tool, a way of pruning away old event instances so that they don’t consume resources. An event instance playing out the release period of its AHDSR modulators is an event that’s still playing, and therefore still consuming resources - and so stolen event instances always* stop immediately to prevent that from happening.
If you want event instances to stop with fadeout when more than a certain number of them are playing, you’ll have to keep count of how many are playing in your game’s code and stop them with fadeout when needed, rather than relying on the event stealing behavior.
*There is technically one situation in which a stolen event instance does not stop immediately, but it’s not relevant to your situation.