I’m looking at MetaPass.hlsl in com.unity.render-pipelines.core@14.0.7\ShaderLibrary, and I don’t see any mention of specular color, and alas, it looks like the frag shader never uses it either if you dive deeper into that file. Whereas before in my meta passes, and if you look in MetaInput.hlsl at com.unity.shadergraph@14.0.7\Editor\Generation\Targets\BuiltIn\ShaderLibrary you can see mentions and uses of specular color.
How does Unity accurately calculate light baking without the use of a specular component? Metallics especially would cause very different results here.