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Removed KHR_texture_transform rotation for the normal map, rotated the pixels of the normal map, and reset the anisotropyRotation to zero. Adjusted anisotropyStrength so the normal map will be visible when the camera is perpendicular to the surface.
Per the reported issue here: #153
Screenshots from various glTF renderers:

Note that Dassault Enterprise PBR does not seem to support anisotropyTexture, so the spiral grooves are not rendering the same as the webGL rasterizers.