Realtime Emmission light consistency issue

I’m a noob to advanced lighting and URP.
Modeled my house for a haunted house game.
Indoor and outdoor scene,.
geared for PC platform.
Have area lights in windows
Currently have real time directional.

Most of interior exterior set to static, but cabinets and doors non static.
For lights that activate with click on light switch based on what I read, point lights seemed very performance inhibitive.
I made lights in ceiling and chandeliers sconces, etc. realtime emissive. wrote code to turn on emmission on click.

It works. some times.
My main two chandeliers, always work.
I made others same code, same setup… some times they work,
I close and reload unity, rebake. I duplicate lights that work. and they don’t work.
clear gi cache, scratching my head on inconsistency?

is this proper approach. Should I just use point lights. they always work, but I figure all those lights would crash it out. Emmssion on wall sconces and recessed ceiling work perfect (when they work).
Any ideas on why sometimes they work and sometimes they don’t?
They always “turn on” in game, but some of them don’t light static objects, but the first two chandeliers I did, always work (turn on and light static objects)

ps. why do area bake lights not have layer mask rendering like point and directional.
That would be handy.
Also noticed real time emission does not go through walls either without layer mask. I don’t know why some lights do and some lights don’t go through walls?