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The reason for this is that the map compilers know which surfaces do and don't have reflections when the map is being compiled. This means that when a material is given reflections *after* the map has already been compiled, it most likely won't have reflections in-game.
The same can be said for normal maps. When the lighting is baked during the compile of the map, that includes per-pixel normal map shading. When you add a normal map after the lighting has already been baked, it can only work for dynamic lights such as the flashlight or muzzleflashes.