The problem is that when loading a gltf/glb file, we have to create a special node that will transform the right handed system of gltf to the left handed system of Babylon. That will invert the winding, but it is taken care at loading time for the meshes (the winding of materials are inverted). When you parent the camera to a gltf mesh, it will inherit the transformation that transforms from RHS to LHS, which in turn will be applied to the meshes, leading to a winding inversion.
The easiest way to handle that is to set the scene to RHS with
scene.useRightHandedSystem = true;. This way, the special node created by the glTF loader has an identity matrix and everything is working as expected: