Ok, I’m normally pretty decent to figure out my own mistakes, but this one in particular is proving to be a worthy enemy for my Google Skills.
I’ve a model, fairly low poly, of a body, with seams market in a decent manner, all fine and dandy. I can add Principal BSDF node and the color affect the whole body. BUT when I apply an Image Texture Node and select an image ONLY affect the head, and the body don’t cast textures, it’s a solid color (in rendered view and rendering, both in Eevee and Cycles).
Here’s a render with a color checkered Image Texture node and a light color with a Principal BSDF in Cycles:
And some inside shots. Note that the unwrap doesn’t even match the positioning of the texture in the head:

I’m using (or rather testing this in) Blender 3.x.x
EEVEE and Cycles.
I’ve a fairly decent PC (3950x, 3080, 128DDR4, Win10)
So far the only workaround I’ve found is exporting an OBJ and re-importing it, but that override the topology of the mesh.
Here’s a copy of my blend file: Dropbox - BaseModel 2 Texturing.blend - Simplify your life
Does anyone have a clue what’s happening? Thanks in advance!