Definitely poor PBR implementation (or understanding) from their part. Their preview thus look good with highly decreased specularity, but it will only look good isolated and from certain angle, light direction.
I would do what Romullus suggested. When the original preview is authored in poor way, you can always get good result by tweaking the shader yourself, you just can't plug&play without effort.
BTW, one thing regarding gamma for glosiness/roughness maps. There isn't actually agreed way that these should be linear/1.0. Logically they should, and it's also how they are read by default in Unreal for exanoke, but this depends on how they were created/authored. So sometimes you need to try both gamma when loading the bitmap to see which one they actually authored it for. Or just use CC node.