If I take your asset and convert it to .glTF, it passes validation, and indeed it loads in Babylon.js. If we convert it back to .glb, it is no longer corrupted. Therefore your issue is in the original .glb encoding. I suspect that a bug in Blender’s .glb exporter caused your file to be malformed. Here is the specific error:
"message": "Length of 0x4e4f534a chunk is not aligned to 4-byte boundaries.",
I did some checking and you’re right, many other 3D viewers do accept the original .glb file. Unfortunately, I would argue that they are probably the ones in the wrong here. Accepting and displaying invalid .glbs is harmful to the glTF ecosystem overall, as it allows broken exporters to fly under the radar and it leads to deviations from the spec.
It’s probably possible for us to create a non-strict mode that would accept .glb files with faulty encoding, but I’m not sure this is something we want to do. I definitely understand your concerns about users not being able to load files that they believe are valid; I just don’t know if the right fix is for us to make our loader deviate from the spec by accepting invalid files. I will check with @bghgary when he returns to the office in a couple of weeks.
In the meantime, I would recommend that you add an error message when the file isn’t able to load. You can point your users to the glTF validator so they can find the reason for the issue.