Screen space reflection from wrong place

Hi,

I’m using a very simple water material with a vector3 base color and scalar rough, spec and metallic values with panned normals. In most places screen space reflection works as I expect but if an object reaches a certain height a strange reflection appears on the opposite side on the water:

To make sure I haven’t messed up something I’ve created a new empty level and created a super clean material. I placed a plane with the new material, an atmospheric fog and a skylight. Then I placed the default cube and got the same problem:

Is this normal? Any idea what can couse the problem and how can I solve it?

Thanks!