I think the uv mapping is being lost in the export. Is this possible?
I dont think so, difficult to tell without seeing the process myself however you can double check the uv's by importing the glb into blender.
What I assume is happening is something along the lines of - without textures the id's are blank. One of the requirements for glb files is basecolor,metal,ao,normal,rough textures (or ORM packed textures). So I assume if those are missing that channel will become 'blank' (instead of unassigned). Just a theory without seeing your workflow or how your js environment imports the data.
Attached an example of missing base color on a glb (when checked in windows 3d viewer)