Thank you for the quick answer.
As long as it doesn't affect performance, I guess it's only an inconvenience then, since it will be harder to find errors in my code at runtime.
My scene looks similar to yours, here's an image:

I've disabled the lights and global volume generated by the Unity 3D URP project for now. I must point out that I will be working strictly with the G2 4K, so I also removed the right hand, since the G2 4K only uses one controller and I was seeing the other controller's ray in the center of the screen.
I've had issues with the visibility of the controller's model as well, according to documentation you must drag the LeftControllerModel prefab to the XR Controller as shown in the image below:

But this does not display any controller once I run the app in my G2 4K. What I did instead is add the G2 model as child in my scene.

As for the skybox, I've been following Oculus's OVR Lint performance recommendations and according to them, Unity's skybox is poorly optimized so I've been using an inverted sphere mesh as skybox instead.
As a final note, I've had the following issues when I changed from the deprecated SDK to this one:
I miss that you could rotate the Head transform while pressing the ALT key in the editor, but I already made a script to simulate that.
I can't manage to perform clicks in the Editor, did the key binding change / how is it done now?
Thank you in advance