Render your shadow maps once and reuse them every frame. Static lights become free, and your characters still cast live shadows on top of the cache.
Shadows are expensive because URP re-renders every shadow map, every frame, forever. In a level lit by static lamps and a static sun, almost all of that work redraws the exact same pixels as the frame before.
H Cached Shadows renders them once and reuses them from memory. A light only re-renders when that light actually changes, so walking around your level costs nothing.
Add the render feature, put a component on anything that moves, and ship.