Question about light Source (directional light) and the material's normal (direction of the light)

I uploaded a screenshot. It’s the same texture, one is getting light >> almost << directly and the the other isn’t (shadow). Also, when I change the Sky Distance Threshould far away from zero, I can see better the normal, however I olny see the normal like I want where is getting light almost directly. I would like to see the normal that way even where there is shadow.
Too much shadow or too much light make the material a bad material (bad normal).

When I rotate the light source (directional light), I change where it is good and where it is bad. So always part of the scene is good and part is bad.

Both Light Source and Skylight are movable.