Shader is using forward lighting against my will?

I have set graphics and camera to legacay deferred. I have a custom shader that I tested putting in each ::

exclude_path:deferred, exclude_path:forward, exclude_path:prepass

When I do exclude_path:forward, it doesn’t render the object. But all settings are set to legacy deferred. Whats up with that?

It is a vertex animated surface shader.

If the shader uses transparency then you can not do anything about it. Deferred does not work with transparent shaders. There are also other things that do not work in deferred.

Also, you exclude new deferred and legacy deferred too, so what’s up with that?