A few things are potential causes or sources of the problem(s).
- “Force no precomputed lighting” is enabled, while “Allow static lights” is enabled, which could create a conflict if using only dynamic (all movable) lighting. It’d be a bug, I think, though that’s arguable in terms of how the devs would probably see it.
- Indirect lighting bounces is low, given that it’s utilizing ray tracing global illumation and only 1 skylight bounce, though I’m not sure it would cause a surface to go completely dark.
- Under LPV Advanced settings, the Secondary Bounce Intensity and Geometry Volume Bias appear to be too low…yet I don’t know how the scene is supposed to look, so it might be wrong to suggest that both of those should be turned up. I had a problem with LPV before where it would over-brighten any surface it contacted and overlapped that was dark. It was due to something in the Advanced settings, but don’t recall what. If the LPV is overlapping the geometry in the screenshot, then it could be overriding the indirect intensity under Global Illumination somewhat. That’s what an LPV is for partly, to modify the existing lighting.
- Try Skylight Bounces at 3 or 4, Indirect Bounces at 5-7, and increasing the intensity of direct lighting. If that’s not working, then it’s certainly something else besides light intensity and bounces.