Realtime Spot Lights in my project 'flicker' when the camera is at a specific point (basically 'on top of' the outer spot angle). I can bandaid fix this by making the outer spot angle very high but this obviously changes the look of the light in an unwanted way. This still happens in the game, not just in the scene view.
It isn't due to the per vertex light limit since the test scene shown in the .gif only has 1 light and 1 mesh. I can also verify it isn't due to anything under Lighting Settings since it still happens in this scene which doesn't have a lighting settings asset selected. I also don't believe it is due to frustrum culling because it still happens when the lights are clearly visible by the camera.
I've played around with the lighting settings in the renderer asset and nothing seems to change this (screenshot of settings attached just in case).