Glitchy lighting / shadow buffers fail after many objects hidden/shown

Godot Version

4.4.1 mono

Question

At one point in my game, the player is teleported about 200 units upward. At this time, several lights and geometries in the old space are no longer visible, so they are hidden. Likewise, new geometry and lights in the new space become visible at this time. When launching from the editor, this works perfectly every time. When launching from a built game, this shift causes the shadow buffer to break every time. Shadows start flickering, from all light sources. Shadow projectors break entirely. Which geometry lights shade has little relation to the geometry that should be casting shadows.
When I load a saved game from the teleported-to location, this doesn’t happen. But if I load a game right before the teleport, and perform the teleport, I see the issue.
So, clearly, it’s something to do with the movement of the player, or more likely, the deactivation/activation of a massive amount of geometry/lights all at once.

See here for a demonstration of the problem: https://youtu.be/FqQBtB2vS8Q

Any idea how I can further diagnose/fix this?

You might want to narrow this down first. No point asking about the activation/deactivation from strangers whom knows nothing about how it’s being done in your project.

Strip unrelated parts of the project away until you are left with a minimal reproducible example. You might just be able to see what is the problem yourself then.

Yeah, that may end up being what I have to do, but since the issue only happens in the exported executable, the iteration time for trial-and-error testing is excruciating.