Cutout + Lighting/Baked Occlusion Not Working Correctly (URP)

I’m trying to create a really simple shader which uses alpha cutout, but lightmapper is treating the entire surface as opaque.

The shader is easy as can be:

The output from baking lighting is not what you’d expect:

Using the out of the box URP lit shader instead provides the expected output:

Is there any way to have shader graph produce a shader in which the alpha clip value works correctly with the progressive lightmapper? Changing the shader surface type to transparent makes it bake properly, but I don’t want these objects in the transparent queue.

I believe this is Unity Issue Tracker - [Universal RP] Alpha clipping in shadergraphs is not factored in during lightmapping that bug? If you’re using Universal/Light Weight RP?