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I think it's just a result of using shadertests like that of stained glass. It's either a feature of the texture with bumpmaps (which should honestly just be flattened out for optimization and otherwise it looks weird) or a model is being used with an oddly high amount of reflectivity.
I think it's a result of the models following the global lighting. The cubemaps are just fine since the reflection matches up with the world around it perfectly, but it's almost too clear, like it's transparent. The creator could use a makeshift light for these props to follow instead of the global lighting to make it darker overall, but still letting players who use high settings see some (but not all) reflections.
Also, I would put your comment in another discussion. This is just about the bouncing bottles, but you can make your own about the weird ultra-reflections.