One of the biggest issues with baked GI for SRP is specular occlusion. This is especially the case with bigger scenes. Currently a completed GI bake without careful reflection probe placement looks worse than no GI.
In built-in, you can enable SSR and it somewhat solves/lessens the issue with some caveats.
In HDRP and URP this is unfortunately not the case.
The difference between a GI bake with and without specular occlusion is quite massive from the visual side of things, and quality of life/time saved from placing reflection probes everywhere.
I do know HDRP offers some specular occlusion features, but it doesn’t solve the issue, there usually is quite a bit of occlusion left, you still need reflection probes.
For more info and comparisons you can view this thread: Specular Occlusion? - Unity Forum
How HDRP baked GI looks vs custom shadergraph shader with exposure based specular occlusion