In the SkeletonIK node, there is not a way to set the pole vector exactly. However, you can use the magnet property to push the middle joint of the FABRIK chain in the direction that the vector points, which can help define which direction the IK bends in. The documentation, sadly, does not mention this. I only figured it out when I was working on the 3D IK demo on the Godot demo repository.
In 2D, unfortunately there is no (that I know of) to define the pole vector or push the chain in the intended direction.