What you see is just the difference of z-fail shadows that are always parallel, and z-pass shadows that are not parallel. Z-fail treats any light source as if it were infinitely far away. This is visible in your shot. It's perfectly normal, and not a bug.
Why Z-fail is always parallel, what can you do with this?
z-pass shadow is impossible to use in first-person shooter, shadow drawn wrong if camera in the shadow.
For example in Doom 3 stencil shadow is camera independent, can you do that in A7 ?
For example
z-pass - shadows draw correctly

Z-fail - WRONG!!

Waiting for answer. Thanks.