you can’t bake bumps into actual bumps but displacement can be converted into geometry with the Displacer deformer, however, not SubPoly displacement so you would have to subdivide the object enough to be the same as any subpoly you used.
If the displacement is all in one texture check Emulation in the Displacer and that will give you it’s best estimation of the displacement and you can do a Current State To Object.
If your displacement is in multiple shaders then use multiple Displacer deformers as children of your object and feed them the texture tags with Displacement chosen (do not use the Emulation check). You have to set the amount of displacement in each Displacer, and you’d have to use the Falloff settings in the Displacers to limit the area affected as you can’t use poly selections. Then do a Current State To Object.