The workaround is to use two separate objects for lights:
1. The visible part, which will be visible directly, in reflections, in refractions - it does not emit light, but it is visible. Example: LightMtl with "emit light" off; rayswitch
2. The invisible part, which casts light into the scene - e.g. a Corona Light set to fully invisible
The issue here is that the "prevent black" option only works for direct visibility (not for reflections and refractions). We know about it and want to provide a fix as soon as possible.