@sean
Not a stupid question(s) by any means. But strictly speaking, not exactly answerable as phrased, "how much do lights affect render times?", since the answer would depend on many scene factors (e.g, the number of lights, the number and type of lights, the renderer, number and size of materials maps (1k, 2K, 4K, 8K?) in the scenes, and (I think, but not sure) particularly with reflective surfaces, etc. ..
But for the sake of discussion, let's say that the number of lights do affect render time to some extent in any scene and that it would be desirable to be able to selectively turn them on and off for different camera views/shots in a scene. I think that is one of the prime use cases for State Sets in Max. See link to some tutorials and docs if you are not familiar with State Sets.
https://www.google.com/search?q=3ds+max+state+sets&oq=3ds+max+state+sets+&aqs=chrome..69i57j0l7.2283...
It is some work to set up, but I have used it effectively for similar purposes in some scenes.
The problem with the Circle (or Sphere or Camera View) approach (hiding lights within a specified area of a scene) is that lights whose position that fall outside of any volume you specify can still be affecting the geometry within the view. Obviously depends on the scene, because you may have a set up with different rooms in a house for example with completely different lights, in which case the volume approach might be fine when there is no bleed in from neighboring lights. But in other scenes, more distant lights can still influence the view, so no guarantee the approach would work. I that case you will have to decide which lights are relevant for a given shot. So I think this is a case where State Sets would be your best option in Max.