BC7 always effectively encodes 4 channels. That's part of the nature of the format. Turning on alpha means that the compressor will read and use the alpha value in your source image, but that's all.
All BC7 compressed images of a given dimension have the same size, since BC7 compresses each 4x4 group of texels into 128-bits. But that doesn't mean they have the same quality.
BC7 is an adaptive encoding format. While each block has a fixed size (both spatially and bit-wise), each block stores how many channels that block actually compresses and the way that they correlate with one another. The specifics are complex, but the general upside is that the compressor figures out on a per-block basis what manner of compression works best for a particular block. If the compressor can look at a block and see that the alpha for all texels is 1.0, then it can spend more bits of the 128 bits on the colors and fewer on the alpha.
As such, a texture "without alpha" is exactly like a texture with alpha where every texel has an alpha of 1. These blocks will spend the majority of their bits on the non-alpha parts of the texels, only wasting a few bits on a "mode" field that lets the decompressor know that the alpha is a constant 1.0.
This also means that, if your texture has a varying alpha, but parts of it have a constant alpha, BC7 can encode these constant alpha areas with fewer bits, so that more bits can be spent on improved color encoding.
So you shouldn't feel that there is a problem because the two compression switches came out with the same number of bytes.