I ve had a similar problem with my models.
Unity point light goes through walls.
Place it just behind your wall so that it blocks the light from leaking out.
Although you have enclosed the light indirect light from the light source seems to seep through especially on the ceiling and the floor.
In blender there is an option called edge split which makes edges sharp.
That s why shadows exist.
The particle systems draw the eye away from the origin point between them and the majority of players aren t going to notice that detail anyway.
These options have obvious edge cases that can t be easily resolved.
Set your torches up with flame particle systems and then set the point light at the center of the hallway between the two torches.
You can simulate this in shaders or use raycasts to see if the light is behind a wall.
Note that this will take a long time depending on the size of your scene and the number of lights 3.
Applying that before importing your model means that the faces along that edge are not actually connected and a tiny bit of light will fall through as a result.
How to fix indirect lights seeping through walls.
Here is how to fix it.
Shadows are the obvious answer however i assume you are using lite and that s not an option.
Set the point light s baking property to mixed or baked then bake your lighting data using the lighting tab.
1 set the range of illumination to just reach the wall the strength of the light on the wall will decrease.
2 increase the intensity as you want and you will see that the light is now illuminating just the wall and don t go through.