3D CAD systems like Shapr3D are not mesh modelers, but boundary representation modelers. Due to the surface based representation of the 3D geometry, every surface has it’s own parametrization, which is the natural parametrization of the surface’s mathematical representation. Because of this, between faces there are overlapping UV regions, UV coordinates are not unique per triangle after the tessellation, and they are not normalized to a [0,1] domain. This is due to the underlying mathematical representation of CAD systems, it works like this in every CAD.
There are techniques that make it possible to automatically remap UV coords on a tessellated body, this is what most sophisticated painting apps do, like Forger that I linked. This is what Procreate should do as well, otherwise it won’t work with any CAD system.
Ps.: obviously we could also run this algorithm, and if they are not open to fix it, we will do it eventually, but unless they fix it, Procreate will have the same issue with every 3D CAD system.