I know the exporter in question was recently “de-commissioned”, see No Longer Actively Supporting Autodesk Exporters.
I never ran maya, but I did a few GLB imports off that exporter into Blender, specifically @PatrickRyan’s XR hand meshes, and I did not notice that. The hands actually had many fewer vertices than I could have done on my own. This was accomplished by shipping tangents. Tangents are imported to Blender as this “Split normal stuff”, which is not all that normal for building stuff in Blender.
Do not know if the issue is between exporter or Blender, and not sure it matters any longer. Recommend, that you double check with everything which you are moving to Blender.