Refraction and reflection effects can't really be baked into an object, at least no dynamically like you seem to want. Actually they can be baked, but is that what you really want?
Baking is generally used to simulate effects like shadows, lighting, small details like bumps or roughness through displacement maps, bump maps, normal maps, etc., the kind of thing that is either too complex or too expensive, or somehow unwanted or not needed to calculate in real time.
Baking means it will be pre-calculated and become static, so it wont react when you change the viewpoint. So if you bake things like transparency or refraction or reflections they will become static, and seem to be "printed" or "painted" onto the surface of the object and that is generally not desired.
See here What does "Baking" mean?
If you want to provide your model for other people to use should not worry too much about materials, and only deliver the correct geometry and textures needed so that they can create the materials themselves suited for whatever rendering engine or game engine they will be using.
For your bottle and label just provide the correct label texture and a geometry with correct UV coordinates to use them. The transparency should then be created by the user in their destination software