The CPU (3.x) and GPU (4.0) lightmappers' baking process is only available in editor builds, so it can't be used on procedurally generated levels. As far as I know, the same applies to GIProbe (VoxelGI in 4.0).
Lightmap baking takes a while in large scenes (especially on the CPU), so it most likely wouldn't be conductive to a good player experience anyway. It would make level generation speeds very slow unless you have a top-end CPU or GPU.
Overall, baking lightmaps in an exported project is a very uncommon thing to do – and I find it's rarely a good idea in games where it is actually employed. In fact, many games have backpedaled on this and ended up distributing lightmaps along with map files. This increases download sizes but leads to much faster initial load times.
In Godot 4.0, SDFGI will be usable in procedurally generated levels since it doesn't require any baking. SDFGI has higher performance demands compared to lightmapping, but you can make it run on relatively low-end GPUs by enabling half-resolution GI rendering in the project settings (along with reducing the number of SDFGI cascades).