Seems like it's probably driver or API related. That looks like shadows are being mapped aggressively (crushed) at lower level-of-detail models, then as you get closer, the higher LoD maps them correctly.
Does the same thing happen if you toggle between ray-tracing and rasterized graphics? If not, try increasing and decreasing:
- Level of Detail -- Try all the way up. This tends to have a pretty small performance impact.
- Local Shadow Mesh Quality -- Big performance impact, but it could prevent the shadow weirdness.
- Cascade Shadow Resolution / Cascade Shadow Distance / Distant Shadow Resolution -- worth fiddling with. Each one will have a middling performance impact.