I also tried using BakedLightmap, but here I already have more frame drops.
Use BakedLightmap with the OmniLights' bake mode set to All instead of Indirect. Doing so will disable real-time lighting, which saves a lot of GPU time, especially on mobile and GLES2.
Note that the lightmapper in Godot 3.2.x is barely usable due to bugs, so you'll want to make sure to use 3.3 or later.