Shadow performance problem - forward shading

In my project I have this performance problem with shadows where the gpu shadow depths cost is very high - but only when the light is not moving and the shadow is coming from a mesh with static mobility.

The project is using forward shading - deferred seems to not have this problem.

I have no idea what’s causing this, but to me it seems like a bug with forward shading.
For now my solution is to make every single mesh movable.

I recreated it in a new project, here’s a video showing the problem:
The character has a point light above its head that’s shadow casting - and the block is the only static mesh in the level that is casting a shadow. When the light is not moving, the shadow rendering cost is ~26 times higher.