It’s better if you use a point light to replicate a regular lightbulb rather than two spot lights. For fluorescent lights you can adjust the radius and the length values to make it a capsule shape(that was a new feature of like version 4.4 or something like that)
And if you really want to, you can apply an emissive material to the bulb mesh and then enable static lighting from emissive on the object that uses that material. The issues with that though, is that it renders more slowly, isn’t as high quality as using a point light, and it’s hard to know what the lighting units are so you have to experiment with the intensity. Also, static lighting doesn’t affect dynamic objects (except for light environments) so you won’t get specular or anything from that.