Precompiled Shader from external project doesn't adapt global keywords

Here I have a FrameDebugger Events captured from the same frame in Editor.


The strange thing about it is, that the global keywords listed in the Frame Debugger don’t relate to the global Keywords that are actually in the game. Here is the list of enabled Keywords obtained by Shader.enabledGlobalKeywords:

Enabled Global Keywords:
_MAIN_LIGHT_SHADOWS_CASCADE
_OUTPUT_DEPTH
EVALUATE_SH_VERTEX
FOG_LINEAR
UNITY_DEVICE_SUPPORTS_NATIVE_16BIT
UNITY_DEVICE_SUPPORTS_WAVE_32
UNITY_DEVICE_SUPPORTS_WAVE_ANY

Going by this list of keywords, I wouldn’t expect _MAIN_LIGHT_SHADOWS and _ADDITIONAL_LIGHTS to be present, and use _MAIN_LIGHT_SHADOWS_CASCADE instead. Other Events in the Frame Debugger don’t use any unexpected keywords, but this one is a strange outlier.
Importantly this event uses a Shader from an asset bundle built from an external project. Is there any sensible way as to why this render step would be using global keywords that aren’t actually enabled?
I had also been toying around with trying to disable and reenable the “right” global keywords; trying to set local Keyword overrides on the externally build materials etc. to get them to fall in line, but to no avail. It seems like Materials using the Shader loaded from the externally build bundles don’t react to global keyword changes at all.
I understand loading a Shader built from a different Unity Project is probably an uncommon workflow, so are there any extra steps I’d have to take (e.g. registering the loaded Shader to the render pipeline) to make it react to the global keywords correctly?