I'm thinking it has something to do with shaders only allowing that many lights, but i can't remember, I'll go dig around.
It can't be an OpenGL limitation, that would be very weak.
EDIT:
Just as I thought, it is limited by shaders (in line 127 and so on of renderCsm_frag.glsl (line 67 in minimum_frag.glsl))
// Point lighting
uniform vec4 pointLightPos0;
uniform vec4 pointLightColor0;
uniform float pointLightRadius0;
uniform vec4 pointLightPos1;
uniform vec4 pointLightColor1;
uniform float pointLightRadius1;
...