I agree, since Lumen treats emissive surfaces as light sources, if that material has any emissive values, it will create spots in your scene. For starters, open your material, and check if it has any active emmisive nodes. You can remove them, or set them to 0.
If this is not the case, then we can also check the rect light setup. These type of lights have their own influence radius, which can overwrite your Lumen values. Check each light’s details, and adjust Indirect Lighting Intensity. Default value is 1, reduce it ot 0.5, or even 0.

Then, check each light’s Attenuation Radius, which defaults to 1000 (already quite high). Depending on your map area, said radius could bounce light into areas that should be dark.

In your screenshots, I also see that your Skylight is active. It could be leaking light through any crevices in your roof. I would fully disable it, or at least reduce its intensity values close to 0.
Finally, please make sure you are using a post process volume in your scene. If not, please add it from the Quick Add dropdown, under Visual Effect:
Once dropped in your scene, search for Ilumination, and set the following values:
You can experiment with different PPVs in your scene, as long as you control their bounds, enhancing the differences between bright and dark areas.