Cloth simulation holds on to skinning information

In 4.24 there have been few bugs with cloth which were fixed in 4.25. Unfortunately, what you are seeing is not one of those.

Basically, whenever you have animation and cloth simulation kicks in, cloth asset will use current skinned pose (with all the deformations from animation) as a base pose for simulation, which usually leads to this kind of stretched cloth problems. You can try to replicate the same problem in persona by running animation and using Ctrl + Alt + C (reset cloth). If the same problem occurs then you know what you are dealing with.

If you start simulation from the rest pose it should match to the one in persona in your video. Another way is to skin your clothes to one bone per part (so no deformation on cloth happen), but this may lead to problems like penetration and etc.