Fair point, Josh. I'm not 100% convinced but at the same time, this isn't a hill I want to die on
The solution is just to apply the transforms to the mesh and armature in Blender, and then it will more or less import as expected. If there's a wiki or something somewhere about importing models, I think it would be worth adding that info there if it's not already been noted.
I originally imported it from a FBX into blender to export as gltf into the engine. So if you're seeing similar issues, import into blender and apply rotations and scales to your mesh and skeleton. Either gltf doesn't have the scope to deal with certain transforms from FBX or many gltf implementations/loaders just don't deal with it accordingly. And given that mixamo is now owned by Autodesk, it probably uses whatever internal fbx handling they have to deal with manipulating the model in the app.
@Josh Do you think it would be worth adding certain post-process tools into the model viewer such as "Scale meshes and animations" to deal with any hiccups when exporting from Blender? I get the feeling that a lot of users are going to be using assets that they bought from asset stores that have a variety of issues that are not easy to fix in the tools available to them such as Blender.
For example, I tried to apply the scale to the transforms but it messed up my model really badly, and I couldn't work out why. So I just exported "as is" and figured I'd have to scale it some way in the engine. But because Blenders handling of units sucks, it exported at its normal size. It was a bit of a gamble though., and as I said; a lot of users are probably going to have similar issues.