There might be, if it is the vertex-data that is causing the file to be that big. In that case you can use the DRACO compression-library to get the size down even further.
First, to test the compressor, you can run
npx gltf-pipeline -i original.glb -d --draco.compressionLevel 10 -o compressed.glb
(you need to have a current version of node.js installed for this to work)
If vertex-data was the reason for the file being that big, the compressed file should be considerably smaller than the original.
Now you have to go through some extra-steps to load the file, as the regular GLTFLoader doesn't support DRACO-compressed meshes.
Essentially, you need to import the THREE.DRACOLoader
and the draco-decoder. Finally, you need to tell your GLTFLoader
that you know how to handle DRACO-compression:
DRACOLoader.setDecoderPath('path/to/draco-decoder');
gltfLoader.setDRACOLoader(new DRACOLoader());
After that, you can use the GLTFLoader as before.
The only downside of this is that the decoder itself needs some resources: decoding isn't free and the decoder itself is another 320kB of data to be loaded by the browser. I think it's still worth it if it saves you megabytes of mesh-data.