Indeed... 😁
I can reproduce the issue on my nvidia card, it's not the AMD problem.
It turns out that the bug in fact is in the game: it calls into DX to get a pointer to vertex buffer data and expects that FPU stack remain preserved. While this expectation works in practice with MS D3D9 or dgV D3D12, a D3D11 nvidia driver touches the FPU for this operation. That's why wrong vertex data gets written into the buffer, resulting in wrong texture coordinates.
I had a very similar case previously (Teenage Ninja Mutant Turtles) and the only way was patching the game code because this behavior violates the x86 calling convention rules.
Meanwhile I fixed the D3D12 threading problem, I can recommend this one:
http://dege.fw.hu/temp/dgVoodoo_2_78_2_D3D9_threadingfix.zip