I recently came across this odd issue related to shadows: it basically has this darkening effect on regions beneath MeshParts, as if both the old shadow and the new shadows are combined.
Apologies for the confusion here, but this feature is functioning as intended. If you have any further bug reports, please create a new topic for us to look into.
You can play with the collision fidelity to change the amount of voxel-based shadows being mixed in.
On the flip side, I use this effect intentionally in my games, it acts as a sort of global illumination.