The model has two sets of UVs, and the wrong one is assigned to this material. I’m not sure why it looks right in Blender but exports wrong, but you may need to specify in the material:
That should get it to export correctly to glTF, but note that three.js has limitations requiring the 1st UV set to be used for base color textures (and several other texture types). Because of that, you may just want to delete the 1st UV set if you don’t need it.
The easiest way to delete the UV map you don’t want would be to select the mesh in Blender, open the mesh tab, activate either UV set, and delete whichever UV set doesn’t work:
Just hopping in to say thanks! That simple trick of deleting the other UV map made all the difference to me. I’m very glad this question was asked, answered and indexed by Google ;-). Just to help some algorithms, this fixed problems for me when using Naxela/The_Lightmapper in combination with ThreeJS.