If it's 2 Principled BSDF shaders, you can simply mix the inputs instead of the 2 shaders and have only one shader instead of 2.
For example if you have something like this:
Instead of mixing the 2 Principled BSDF shaders, you should mix only the inputs that differ and use one shader. In this case: the Base Color, Metallic, Specular, Roughness and Normal inputs differ. So you can mix the values for these properties with the same masks:
As you can see the result is the same.
So now you can bake those inputs to textures:
As you can see I connected what went into Base Color straight to Material Output and selected Emit pass in the bake settings so it gets saved to the selected new Image Texture node(named after the image's name "Base_Color.exr"). Here is my new Base Color texture after baking:
You could repeat that for other inputs one by one, or use one of many add-ons(like this one for example) to do many textures automatically.
By the way, name the files you make properly. Don't be lazy to type what the texture is, or you might end up making a situation like this where it's confusing for other people if they have to use your assets or even for yourself if you want to re-use stuff after half a year once you already forgot everything.