Lights do not need to have inheritance setup. I said to setup inheritance for your game objects. Again, the user manual shows which functions a light has for setting depth.
Your objects are bright because they do not have normal maps and so they use the sprite as a default normal map that is completely flat. So, they are like a mirror surface. You can turn up the roughness and turn down the metallic on the object in the variable definitions tab which will help with some of that.
Another thing is just setting the light different. A larger radius but with lower intensity or falloff.
Eclipse is made for PBR lighting which means you will want material and normal maps to go with your sprites. The PBR packer that comes with it and which also has a video tutorial on it explains how you could make material and normal maps for sprites. There are many ways to do so, and in most cases you'll want to auto generate one with a good program.
One thing to consider is that this is still a 2D lighting solution (with 3D calculated lights). So, the isometric buildings might be difficult to get to look right with shadows.
It may seem complicated compared to some assets, but this is the most streamlined and general solution for PBR lighting in GM that there is. Inheriting from an object for some type of rendering object is usually pretty common, and the user guide plus tutorials do show this. The example project that comes with Eclipse also could be looked at to get a better understanding of how to set things up.