Bake textures including light / shadows from camera's perspective EDIT: blend file available at https://pasteall.org/blend/00e3748a22ec43a4825ad76bc6357b85
I am pre-baking textures for a model used in a game, where games art style allows for static lighting. I'm currently facing problem where I don't see any light baked onto my texture, I assume it's due to following

First of all, this is how my scene looks from cameras perspective, note how there are sun reflections on the road


I then proceed to bake my texture by setting up image texture in shader graph and baking


Once bake is finished, I am left with following texture and look, note how there is absolutely no sun on the road and whole model looks like it didn't receive any sunlight at all, shadows are off as well



I was trying to play with a renderer and see if I can figure out how to bake these textures from cameras point of view to preserve shadows and lighting, but wasn't able to find a solution, so will appreciate any ideas.
Here’s what the Blender documentation on Render Baking says about the Combined bake mode:

Bakes all materials, textures, and lighting except specularity.

Emphasis mine. The disparity you are seeing in your baked textures is the lack of specular reflections.
This should not be surprising, because specular reflections cannot be baked. This is because they are fundamentally dependent on viewing angle, even with completely static lighting. If you were to bake specularity from the perspective of the camera, it would look quite bad whenever the view changes.
The purpose of the Combined bake mode is to bake everything that can be baked in a viewpoint-independent way. It is not, however, a replacement for all further shading. What you should probably do instead is combine the baked texture with a glossy shader to provide viewpoint-dependent specular reflections. For example, you can bake a Combined pass including everything except the Glossy layer, then combine the result with a Glossy BSDF to add specular reflections on top:

You would want to create a similar setup in whatever game engine you are using (making sure to replicate the same lighting!). This is a totally standard workflow, and it’s still relatively cheap to compute.