Blender GLTF export: do distinct triangles always have distinct final vertex?

No guarantee of this, unless you unweld vertices with toNonIndexed or similar.

You can construct a mesh such that all triangles share the same last vertex, or even share all three vertices in common. I expect that Blender is splitting vertices (on a cube, for example) only when required where faces have distinct UVs or normals.

Related: modeling - How to stop blender from generating duplicate vertices on export? - Blender Stack Exchange