HDR shown on rough materials

Hi everyone,
I’m dealing with a very strange shader problem:
as you can see I’ve set up a basic scene with some wall meshes. I’ve created a master material with “amplify shader” and an “instanced material” for the walls.
The problem is that I have roughness value=1 and metallic=0 and, as you can see, the material reflects my hdr.


In the material there is only a base color and a normal as maps, the other value is roughness=1.
It’s not a material problem because I’ve recreated the same material with the unity standard shader and I’ve got the same issue.
If I disable the HDR from the lighting setting the materials behaves correctly.
My question is:
-Does anyone know how can i fix this problem without removing completely the hdr (i need it for metals and glossy materials)
-Does anyone know if i can disable the hdr only for some mesh or for a singular material?

Additional scene info:
-lighting baked with only 1 spotlight (every object is lightmap static); with realtime GI same issue.
-gamma color space (not fixed with linear)
-pbr materials
-there isn’t any post-process attached on the camera.

Thank you very much for any answer.

Someone can help?