We can not see the pictures for some reasons but in general lights will bleed through walls and to workaround that you could rely on the lights includeOnlyMeshes or excludedMeshes properties.
Regarding the light not affecting your gltf objects, it is because the light fall off can be computed differently depending on the material types. I would recommend to only use PBR materials if you have gltf in your scenes and to set all of them to the same gltf falloff types: Light Illumination Modes