In this Documentation page, they say that you should avoid a shadow casting skybox:
Common errors preventing Lightmass indirect lighting from working after a build include a shadow casting skybox, lack of a LightmassImportanceVolume, missing or incorrectly setup lightmap UVs, or Force No Precomputed Lighting being set in the World Properties.
What does this mean? Is it not possible to have a sky light with shadows in a scene using reflections?