Using and animating characters with morph targets without glitches?

Detail lighting looks exactly like the shadow in the image with skin texture (post #10). If I set default skin behavior to “inclusive” than it looks like below in lit mode (unlit mode has no seams) (example has only diffuse texture, so it is not even any problem with the normal map etc.; seams on whole body (legs,feet…)), although “recompute tangent” alone should have caused it to recompute, what it didn’t in “exclusive” mode.

It’s much worse than 4.24 as it had only problems with normal maps.

Adding more geometry would not reduce the shadow but instead make it finer like in the example with the skin material from #10. It is an issue of a false shader calculation.

This problem really has been holding up my workflow for several months (in 4.24 similar issue with normal maps+morph targets and now troubles just with mere diffuse textures+morph targets).

Is there anything I could do as emergency workaround (material node setup or something in the shader soruce code?)