I think it should be a separate mod. but If you want to make a mod like that you can make a new furnace with a new crafting category "Your_new_crafting_category" add the new crafting category. Also make a function convertFuelValueToFloat(fuelValue)
then you can add new recipes for each item with a burnt_result:
-- Define the function to create recipes for items with burnt results
local function createBurntResultRecipes()
    for _, item in pairs(data.raw["item"]) do
        -- Check if the item has a burnt result and fuel value
        if item.burnt_result and item.fuel_value then
            -- Define the recipe name
            local recipeName = "get-burnt-" .. item.name
            -- Calculate the recipe time based on the fuel value
            local fuelValue = convertFuelValueToFloat(item.fuel_value)
            local recipeTime = fuelValue  -- Assuming 1 fuel value = 1 second
            -- Create the recipe
            data:extend({
                {
                    type = "recipe",
                    name = recipeName,
                    enabled = true,  -- Set to true if you want the recipe to be initially available
                    energy_required = recipeTime,
                    ingredients = {
                        {type = "item", name = item.name, amount = 1}
                    },
                    results = {
                        {type = "item", name = item.burnt_result, amount = 1}
                    },
                    category = "Your_new_crafting_category"  -- Assign to your new crafting category
                }
            })
        end
    end
end
-- Call the function to create recipes for items with burnt results
createBurntResultRecipes()