Stationary vs dynamic likely had more impact.
But yes, the floor needs to receive shadows, not cast them - unless there is a specific reason for them to cast shadows.
The smoothing group error just has to do with the fbx export settings - if the object doesnt need to be smooth faced it probably can be ignored.
Let me review the mesh anyway…
Ok, so here is your UV Map:
that’s pretty bad - you never want anything to go non perpendicularly because it will distort and pixelate.
This is the model (as you obviously know):
It’s fairly bad, too many tris for what it is. It’s not a Huge deal yet - if that’s all there is in your scene, but it’s not really the way to go about modeling “large flat surfaces”.
The azure lines are sharp corners, so you must export the mesh with the proper smoothing groups for it to work.
You have 3 materials applied to the same mesh:
This is fairly bad. usually one mesh, one material. unless you have specific reasons to do different.
More importantly though. you have different texel density across the mesh:
This is due to the oblique island no doubt.
Overall, areas like these:
Are what’s “killing” the work.
if you had some sort of step this would make sense, but it is completely flat, and has the appearence of looking like it shouldn’t to boot:
You can literally remove all of that, and loose absolutely nothing:
As far as the lines go - they are indeed generated by your mesh topology and lighting.
You also have some weird areas to remove/check out
and quite a few tris where they would never be seen by anyone (so they can be removed, or at least reduced/culled:
Using a limited dissolve with an angle value of 1 degree + triangulating the mesh, will already improve your mesh significantly in about 15 seconds (30 if you have to go look up what this means):
1853 tris vs 6632
It is still a VERY high count for what it is, but you should have an easier time properly handling the UV:
Make sure to look up what texel size is, and how you are supposed to make assets with that in mind! 
And I’m pretty sure that even just with the described simplification you’d be able to get better lighting to hit the object and avoid generating those lines even without disabling the shadow casing.
On that - maybe separate the Curb out as a separate asset - and have it cast.