@bisewski, in looking at your Substance Painter file, you have an opacity channel in your material of which, only the metal base has any input and it’s input is 1.0:
When your texture set contains an opacity channel, you will end up with alphaMode set to BLEND in your glTF, even if your opacity channel is set to 1.0 (fully opaque). To get around this, you need to remove the opacity channel from your texture set:
To do this, click the minus icon next to the opacity channel and it will be removed. This will cause Painter to write out alphaMode OPAQUE which is what you want. If you were to need opacity in your asset, say the teapot lid was made of glass, you will want to make a separate texture set for this. You do this by assigning a new material to meshes that need opacity in 3ds Max. That way, when you get the meshes into Painter, they are assigned to the correct texture set and you then add an opacity channel to the appropriate texture set.
A good rule to remember is that you can only have one blend mode per material and if any of your meshes in your asset need to have opacity, any other mesh that shares their material will also end up in the transparent queue in the render. This will cause opaque meshes to render like you saw before because the transparent queue does not take a depth pass into account by default.
So the best practice, divide your mesh into opaque materials and transparent materials (as few as absolutely needed to hit your texel density target) and export that asset to work on in Painter. Then Painter should export your glTF correctly. Let me know if you have any other questions!