Why baked lightmap differs in "Mixed" and "Baked" mode?

Below is a screenshot of my game with “Baked” mode in the directional light (Baked GI and no Realtime GI) and the viewport shading mode is set to baked lightmap.

Now the same exact scene baked with lightmode set to “Mixed” in the directional light.

Why is the baked lighmap in the “Baked” mode far more illuminated than the “Mixed” mode?
Can anyone explain?

Thanks for any kind of help!

Because Mixed is supposed to add the direct light as realtime light, so it’s not supposed to be part of the lightmap.

And that’s different from Baked, where everything is on the lightmap.

In Lighting settings, you will have to change it to Distance Shadowmask so you get realtime up close, then it will fallback to baked when you are far away. Then rebake lighting.

Distance Shadowmask - Realtime shadows for everything up close
Shadowmask - Realtime shadows for only dynamic objects up close