Short version: Glitches on the surface of a scaled model can happen with Vanilla sector lighting mode.
dpJudas has provided both an explanation and a possible solution:
More info in this thread: viewtopic.php?t=80200dpJudas wrote: ↑Sat Feb 22, 2025 3:32 am Doom originally used different light calculations for sides and flats. The vanilla light mode doesn't know if something is a side or a flat, so what it does instead is to look at the normal of the surface and see if its mostly horizontal or mostly vertical. If its horizontal it uses the side math for the light, and if its vertical it uses the flat math.
The spots on the satellite dish must be exactly at the point where it changes mode. My guess is that scaling the model also scales the normal vectors on the model, but the vanilla light mode seemingly doesn't normalize the vector before using it. Perhaps adding a "normal = normalize(normal)" line in the vertex shader would fix the issue for that model.
Example file: https://aspectsweb.co.uk/enjay/doom/Tes ... ellite.pk3
Just load in Doom2 and play map01.
Screenshots:

