Yes, several ways
There are several spells and class abilities which can reverse or suspend the "charmed" condition, and therefore this specific charm.
Spells
Calm Emotions (2nd level):
Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Hallow (5th level):
First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Dispel Evil and Good (5th level):
You can end the spell early by using either of the following special functions.
Break Enchantment
As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
As you note, Greater Restoration (5th level):
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
Antimagic Field (8th level):
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the Sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its Duration.
Power Word Heal (9th level):
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Class Abilities
Path of the Beserker Barbarian's Mindless Rage:
Beginning at 6th level, you can’t be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the duration of the rage.
Oath of Devotion Paladin's Aura of Devotion:
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be Charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Monk's Stillness of Mind:
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Warlock's (Archfey patron) Beguiling defenses:
You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature.
Situations which break the Charm
The charm itself can be broken early in several specific circumstances:
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
A vampire's Charm is powerful
The duration, lack of Concentration, and unlimited usage of this charm make it in my opinion, the most powerful charm effect in the game. A vampire is a fearsome opponent, and one that, played correctly, you will end up enthralled to if you go against it unprotected, even with a "level-appropriate" party.