Issue with baked normal maps on triangulated geometry

I’m having problems with a baked normal map creating hard edges and other abnormalities. I have a single directional light and I’m using the GLTF loader without making any changes to the materials.

What could be the cause for this?


The baked normal map:

Blender material preview and export settings:

*Also works great in Unity (reached image limit)


I found that removing normals from export and using an object-space normal map works perfectly in my case.