Using a normal map "skews" my lighting

I have this normal map that I made in Blender, and from what I can tell it works perfectly fine in Godot expect for the fact it kinda skews how far lights can reach across the surface of anything using this normal map. Anybody have any idea why that could be?



Also the material is supposed to be a carpet and the strands are going exactly ↑ this way, no tilt in either direction at all.

Just using a standard material as well