I have to mention that the game this is happening in barely supports bepinex and the translator, but
TranslationScopeHelper.cs
line 25 return GetScopeFromComponent( component );
It returns -1 in some cases, while it could pass GetActiveSceneId() to improve translation scoping.
Would be nice to be able to use current scene name in translation files (eg #set scene sewers), because I couldn't access scene IDs without modifying the source code (CTRL + ALT + NP7 doesn't work, huh)