I suppose my definition of hybrid within the game would be the development of more than one specialization. I wouldn't consider a player putting a point into a specialization to get a particular skill a hybrid. So in essence, more than one specialization where one doesn't clearly overshadow the other(s).
Huntsman (Finesse) - Necromancer (Intelligence)
Aerotheurge (Intelligence) - Scoundrel (Finesse)
Warfare (Strength) - Pyrokinetics (Intelligence)
etc.
(of course you could also include Intelligence - Intelligence)
I definitely agree accuracy is a limiting factor.
So, the reason why I asked is because if your definition was 'the ability to deal physical damage and magical damage competitively' then I would say 'Sure, you currently can have hybrids thanks to how abilities are set up.'
But what you're asking is closer to the thematic definition of hybrid which is an issue because some skill lines/trees/pools just don't have cross damage skills or they do so little damage to begin with that you can't really call it a hybrid or you have accuracy limiting certain factors.
Examples of this would be Aero + Physical Melee. Aero spells have no amplifier outside of higher damage against magical shielding which means that the int penalty won't really be overcome where as if you had say Pyro + Melee you can at least even the damage out by pumping more points into Pyrokinetics if that makes any sense.
Right now, one of the better hybrid builds is just one that uses warfare skills in conjunction with spells and goes almost pure int which is not exactly a build most would consider an archetype.
At the end of the day though accuracy is a factor and also that some skill lines have no way of bolstering damage. Aero + Phys melee would be a hard to consider lineup as an archetype since the magic damage would be so little - you would essentially just be a knight since you're using spells as pure CC/utility.