URP mixed mode directional lights only bake correctly in Subtractive?

If I set Lighting Settings Asset → Mixed Lighting → Lighting Mode to “Subtractive” I get this result, which is correct:

If I set Lighting Settings Asset → Mixed Lighting → Lighting Mode to either “Baked Indirect” or “Shadowmask” I get this result, which is incorrect:

These screenshots taken after baking then turning off the directional light.

Tried Unity 2021.3.16 and Unity 2022.2.1, tried both CPU and GPU lightmappers. Maybe I’m missing something silly?

This behavior is expected. In Subtractive lighting mode, all static objects receive baked direct and indirect lighting from mixed lights. Only dynamic objects receive realtime lighting. That’s why when you toggle the light off, direct lighting remains, as it’s baked into lightmaps.

In Baked Indirect and Shadowmask modes, lightmap static objects will receive realtime direct, and baked indirect lighting. In the second screenshot, you can see that in action: indirect bounce light is baked into lightmaps, but as soon as you toggle the light off, the realtime lighting is gone.

For more info, please refer to Lighting Mode section in the documentation.