"Crack Free Displacement" causes tessellation seams at polygon edges

I made a simple tessellated material based solely on Perlin noise.

In many configurations the “Crack Free Displacement” option in tessellation setting caused polygon edges to cause weird displacement results / seams / hard cuts.

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While typing this question I finally found the problem in my material. I still posted it so it might help others.

I had a “Transform Vector” node that transformed the noise from world to tangent space. This caused the issue. The node was a leftover from a tutorial.