Currently, local lights shine straight through objects. If you place a floor lamp in the corner of a room, you can either:
1) let the light bleed into all adjacent spaces, or
2) reduce the light radius -- which means the lamp isn't lighting up the room in a realistic fashion.
Given that most builds will most likely be equipped or retrofitted with per-room reflection probes, allowing the probes to serve as clipping volumes for any lights contained within them would solve the issue and allow for much greater realism and thereby immersion.
I am of course aware that this is not a perfect solution and other proposals favor casting shadows instead. However, this may be an easier solution that could be implemented sooner -- perhaps allowing a more complete solution to be deferred to and limited to glTF punctual lights.