Blender to glb - UV Islands cut model apart

I am exporting glb files with the Blender gltf exporter v3.2.40. My meshes end up split wherever there is a seam in the UV Map. This causes issues since I have to edit the mesh again in a later workflow step.
Can I circumvent this behaviour, or is it simply a limitation of the exporter/glb format?

What do you mean by “split”? Vertices in the mesh are split, or the mesh itself is split into two meshes?

If the first, see glTF export has twice the vertices it should - Blender Stack Exchange.

Thank you for the answer.
Yes, the vertices in the mesh are split. It makes sense to be a default behaviour of the format, but I did not find anything to back that up. :+1: