This is a recent "bug" that is only affecting LDL. However there is a workaround. It is caused by the recent upgrade that updated one-way walls in UDL. Basically it seems to be that a closed polygon in LDL will produce those spurious light blockers*. The workaround is to not close polygons. One user has developed a script (though this would only be available in game created by a Pro user, of course), that opens closed polygons. Given that development on LDL was frozen nearly two years ago, it is unlikely that anything other than the above workaround will offer a solution. If there is something specific that prevents you from adopting UDL, I or others on the forum might be able to offer solutions. But realistically, this sort of thing will probably happen more and more with LDL. *At first, it seemed that it was caused by overly acute angles. This might not have been the case, but you might see suggestions that state this elsewhere.