SpeedTree shaders in Universal Render Pipeline questions

From the Speedtree documentations for URP (Universal Render Pipeline / LWRP), I have been following the updates to Speedtree support in SRP…

"
When you use SpeedTree Shaders in UniversalRP, keep the following in mind:

  • There is no Global Illumination on trees in UniversalRP.

  • Trees cannot receive shadows in UniversalRP.

  • In UniversalRP, you can configure whether lights should be per vertex of per pixel in the UniversalRP Asset.

"

How should we correctly light SpeedTrees in Unity now - should we disable all shadow receiving options for them and light them with Light Probes? Exclude them from Lightmapping/GI?

Reference here

https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/com.unity.render-pipelines.universal/Documentation~/speedtree.md

A quick update on this, there is now an issue logged for this, please vote on it if you are having the same problem