I ran into this issue as well on one of my projects. https://webgl.r66dapps.com/escapev1/. I had lots of lights initially.
Unfortunately, if you have lights in your blender scene you will have lights in your reflections verge3d scene.
In order to control what is reflected in your reflection plan and cube map you will need to modify your lighting paradigm. Take a look at the scooter demo that comes with verge3d.
The overall idea is to light your scene with and HDR environment…then have a small environmental sphere or object that will reflect in your scene. This can be a white sphere, or background image…. basically a 3d 360 cyc wall. Your light probes will only pickup the reflection of the cyc wall and you wont have any environmental reflections from the HDR. This method completely eliminates the need for lights.
Note: if you need to have a specific light reflect you can setup a emissive object to represent your light and it will show up in a reflection without being a light.
Overall lights are just bad for Verge3d and WebGL in general. They make the scene extremely heavy and slow the performance so avoid them at all costs if possible.
Note…light probes are costly too with respect to performance and because they are cubic or planar they dont always do a great job at reflections but they get us by until something better shows up.