[Bug report] Networked objects get destroyed on the local client even if room's AutoCleanUp == false

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Hi! I didn't find anywhere else I can report bug, so I'll do it here.

Runtime instantiated networked objects get destroyed on the local client, when it disconnected, even if PhotonNetwork.CurrentRoom.AutoCleanUp == false. I'm pretty sure it's not what's supposed to happen, at least based on what's written in documentation.

How to reproduce:
1) Create an empty Unity project and import latest PUN2 package (I'm using Unity 2021.1.6f1 and PUN2 v2.34.1 - July 28, 2021)
2) In script (see here), create a room with roomOptions CleanupCacheOnLeave = false and PlayerTtl > 0
3) After joining room, PhotonNetwork.Instantiate a 3D Cube prefab with PhotonView on it.
4) Disconnect from the internet.

After some time client gets disconnected due to ClientTimeout, and instantiated cube gets destroyed.
I'm pretty sure it happens because in PhotonHandler's OnLeftRoom() method PhotonNetwork.LocalCleanupAnythingInstantiated(true) gets called, but I doubt it's an expected behaviour.