Try wrap model in that BB for skinnedmesh propsed by @donmccurdy
const vector = new THREE.Vector3();
const box = new THREE.Box3().makeEmpty();
const position = mesh.geometry.attributes.position;
for ( let i = 0, il = position.count; i < il; i ++ ) {
vector.fromBufferAttribute( position, i );
mesh.boneTransform( i, vector );
mesh.localToWorld( vector );
box.expandByPoint( vector );
}
And secondly, keep in mind that model [maybe] was exported from software with incorrect scale
settings. Try import that model to Three.js editor, then will appear exact the same, small size.