Without modifying Wwise Integrations, it will be a little bit complex.
Totally beyond the scope, and never tried it (it might even be a simple switch to enable), but you can set up your server/dev machine with everything ready to cross-build Apple platforms on Windows. Unreal has this possibility, although the documentation and online help is very sparse. That will make the Mac platform reappear in Windows Unreal 5, which will in turn allow you to Generate SoundBanks. There's no need to fully cross-build, but the system must just have enough for Unreal Editor to believe it's actually possible.
With Wwise 2021.1, we are storing the Generated SoundBanks inside the UAssets themselves, so we must have some Unreal participation, hence Wwise Integrations trying to connect the dots between the two target names.
I know it's early yet and depending on your product's launch date, if you are truly interested in doing the switch to Unreal Engine 5, may I suggest you eventually consider switching over the new Wwise 2022.1 when it officially launches. Although we support UE5 as much as we can without breaking compatibility in Wwise 21.1, there are many features and functionalities that will simply never be supported with UE5 and 21.1. We are fully committed on having a full feature set for Wwise 2022.1.
And coincidentally, this becomes a non-issue since audio designers can merely Generate SoundBanks directly through Wwise Authoring without having Unreal interfering in the process.