I'm using Godot/Redot for my game development but so far this happens when camera projection is orthogonal, there's unknown light following the viewport when the camera is moving.
Here's the example

And here's the camera inspector and lighting


Solved: The mistake in the mesh and camera. There's a transparent mesh to recreate a roof for the room. Still, the camera moves using transform-origin and makes the transparent mesh get in the way of the camera movement path, so the shadows are culling incorrectly.