Yeah. That's a common problem with forward rendering engines. In Godot, the maximum number of lights a single mesh surface can be effected by is 8
. What's happening in the screenshots above is that Godot is trying its best to cull out the lights that aren't in view, and cannot fit in those 8 light spaces.
The only solution you can use is to break up the rooms into smaller parts. Each part still only has the 8 lights limit each, but you can support more lights as a whole that way. :)