As the title says, when I am trying to render an object, in a border of two faces, lighting gets completely different and it gets a lot brighter. I think a picture explains it better so I just put it here and give more details based on that picture.
As you can see on the bottom left viewport, there is a noticeable seam on the object and the brightness changes on different sides of the seam, while it shouldn't Other information I can give:
There is actually a UV seam there, because the wood on the top has a different orientation than sides and I had to rotate UVs for that.
There is only one unique material for the object, so the material doesn't change on faces
I plugged the texture into a Hue/Saturation node to make some adjustments, but then directly plugged it onto the base color input on Principled Shader node.
The texture I've used is visible at the bottom right section. And as you see, there's no brightness variation on the texture. I've even tried putting the UVs on top of each other so they get the same texture but it didn't help the brightness
The surface of the object is completely flat
I am using an hdri for lighting, which is just a sky with a single source of light
The normals are facing the right direction
Here's the link to the .blend file:
And here's the hdri used for lighting:
Textures are licensed and I can't share them, but the problem still exists without the textures.
I tried to cover everything I saw necessary, but if I missed a piece of information, please tell me. Thank you for your help.