If I understood you correctly, then as an option, you can use an instance of THREE.Group() as a holder for the point light and copy camera’s quaternion into its quaternion in the animation loop.
var pointLight = new THREE.PointLight(0xffffff, 10, 40);
pointLight.position.set(50, 50, 76);
var lightHolder = new THREE.Group();
lightHolder.add(pointLight);
scene.add(lightHolder);
...
lightHolder.quaternion.copy(camera.quaternion); // in the animation loop
That approach works fine without zooming in/out.
But with zooming it gives undesirable effect: https://jsfiddle.net/prisoner849/8bzyjgty/
as the light source moves with the camera.