MultiplayerService.Instance.CreateSessionAsync() creates an allocation AND lobby. Why?

Hi everybody, can someone please help me.
I have this function

internal async UniTask<string> CreateSessionAsync(int maxConnections)
        {
            SessionOptions options = new SessionOptions()
            {
                MaxPlayers = maxConnections, Name = "test"
            }.WithDistributedAuthorityNetwork();

            ISession session = await MultiplayerService.Instance.CreateSessionAsync(options);
            return session.Code;
        }

I call it when all players have joined the lobby to create an allocation. Previously I have used Relay and it worked just fine (only allocation was created), but when I call this function, it creates an additional lobby (name: “test”) which I have no control over. Does this function create a lobby alongside an allocation? If yes, then why would I use LobbyServices? How do I create just an allocation (like it was with Relay)?

// (I know I am using WithDistributedAuthorityNetwork)

I am having a related issue.

I need to give my NetworkManager RelayServerData which you can get from an allocation object. Any idea how to get it from the session object?