I think you need to put gltf.scene into the array of draggable objects, not the individual meshes. Mesh positions are controlled by bones if this is a skinned mesh (which from the filename it seems to be).
Hm. In that case I’m not sure how to use it with a SkinnedMesh. The raycaster would at least need the recursive=true option with the scene then. Whether that fixes the issue I don’t know. The problem is that you need to move the bone or a parent, not the mesh, but can’t raycast against the bone.
I solved this problem by creating a secondary cube, binding the drag controls to that, and then updating the gltf.scene to the position of the cube being dragged.
Example https://sbcode.net/threejs/gltf-animations-drag/