Generally, when someone sells you assets to use in building and shipping a game, they're not granting you the right to distribute those asset files individually or in an asset pack, for the obvious reason you mention, and I expect the source project of a game falls in that category.
So if you release the source of a game then you should omit those files or use placeholder assets. For example, years ago I wrote a Unity book with a sample project that used free assets from the Unity Asset Store, but even for free assets, the store license does not permit redistribution outside the store, so I did not include them in the github repo, and users have to get them from the Asset Store on their own.
Thus, even with free assets, you need to make sure however they've been licensed to you is compatible with the open source license you choose to distribute your source project (and there are differences among free and open source licenses, so you may need to note the differences and credit/ownership). If the license for an asset is unclear or you want permissions, you should ask the vendor directly.