Yes apparently, we have to specify the normal texture is in world space, else it will take calculate through his local mesh tangent. To specify it, we just have to add a Transform node World to Tangent after the texture sample.
Thought seems it will flatten the mesh in Z axis with the lighting as it overrides the tangents; so the fix works only with flat plane.
Second solution would be to use the node ‘WorldAlignedNormal’ with the high quality normal checked on, which add many instructions but would work as it should with a mesh with volume.