I want a night scene with fog and only the wall lights but for some reason, there are unwanted patches of lights on the floor. Disabling volumetric fog also does not help.
SDFGI is limited in precision by nature (it’s a form of software raytracing), and raytracing struggles with very strong small lights unless the sample count is very high.
I suggest using baked lightmaps or VoxelGI instead. If you want to keep using SDFGI, I would exclude the strong lights by changing their global illumination mode to Disabled and look into faking GI by adding secondary light sources that are weaker, but with a larger range.