MipMaps activated even when not enabled in Quality settings ?

Hi,
I wanted to know if it was an expected behaviour that mipmaps are being used even when Texture Streaming is not enabled in the Quality Settings ?
We wanted to do some tests between activating and deactivating mipmaps, but it seems that as long as mipmaps are enabled (“streaming” and “generate”) on a material, the Quality Settings does not matter and mipmaps are used at runtime anyway.
We’re using URP with the 2021.3.1 version

texture streaming utilizes (and thus requires) mipmaps, but it doesn’t control mipmapping. With texture streaming, Unity just does in addition to mipmapping some cpu side computation and only keeps those mipmap levels in gpu memory that can get accessed during a frame.

Thanks for the insight !