My wild guess would be that ‘useTexture’ sets texture color space / encoding automatically to sRGB without telling you - which is useful for color textures but unwanted for data textures like roughness / normals / metalness - depending on your version of three try setting the color space or encoding back to linear for the roughness map:
roughnessMap.colorSpace = THREE.NoColorSpace;
Or
roughnessMap.encoding = THREE.LinearEncoding;
(You can do the same for the normal map, but it most likely won’t have much meaningful effect in this specific case.)