>>279712992
Even if you baked it's cubemaps, and it's set to baked, if the reflection probe game objects are -active- in the scene, it's potentially costing you frames in various ways if you missed something, like for example switching between them on mesh renderers when a player enters its render bubble/cube or how it interacts with realtime shadows if you have a few of them in places. If you have one player inside one probe and you're in another, you're potentially now loading into vram two dxr hdr reflection probe cubemaps just so their metal ass is accurately shiny. 
https://docs.unity3d.com/Manual/class-ReflectionProbe.html
No reason not to just be safe and disable them after baking entirely and specify one in the lightmap for dynamic object reflections (pickups and players etc)