I'm running into one bizarre issue I'll need to know how to resolve. I'm experimenting with creating roads using 3D tilesets mapped in 2D space, everything's working fine and was looking good till I got down to texturing: I downloaded a bunch of images and set them on a StandardMaterial3D for my obj surfaces. Then I noticed some surfaces are randomly dark and reflect light differently from other tiles near them using the same mesh!

I pinned the culprit to the normal map: Either disabling the normal feature or setting lighting to per-vertex instead of per-pixel makes it go away, obviously this is not an option for anything of quality. The only thing that differs between tiles is their rotation, each edge and corner is rotated at either 0 or 90 or 180 or 270... somehow rotating each tile scene differently causes massive changes in the interpretation of the normal map. I know surface normals are facing the right way as backface culling is enabled so I wouldn't be seeing the surfaces if that was an issue.
Is this a known problem with Godot 4.0 / Vulkan? What should I change to get rid of this effect? It looks horrible so it's one of the things I'll definitely need to resolve somehow.