A stationary light can never move, it’s going to have partial baked lighting and will generate dynamic shadows for movable meshes. Stationary lights are a preferred method of lighting, but are more performance costly than static lighting.
Stationary lights generate “shadow maps.” Shadow maps are atlas textures that rasterizes shadows, creating sharper/smoother shadows than static light maps (at lower resolutions). You can view the shadow map underneath world settings.
Because of this, you can alter the certain light features such as intensity and color during run time. This will not affect the Global Illumination (Lightmass) settings, so even if you blackout a light, you could still have some lighting information that was baked from static lighting.
Shadow Frustums show the shadow ray direction for the selected stationary objects.
Underneath a light source details panel you can find Cascaded Shadow Maps.