Dynamic light culling and "freezerendering". How it all works?

But it looks like they cull only if geometry which light are affecting are also culled. Is that right?
In new test project i create single mesh floor, put movable point light and change attenuation radius to 50.
In project setting i change **Min Screen Radius for Lights **to 500.
When i **freezerendering **light are still exist. Even if they are behind my character.