Issue with reflection volumes

When using reflection spheres and cubes I am noticing that it is effecting materials I do not want effected. I have placed a reflection capture around my building but you can see a clear brightness difference where the volume edge is. As you can see I have adjusted the transition distance but it’s still a harsh transition.

Also in the second image I have the same problem, materials which use specular and roughness values end up stupidly bright. In this instance the roller coaster track emerges from a tunnel underground, the tunnel and track within needs this reflection cube.

How can I get around this infuriating problem?