Tried another approach with no success,
For each loaded transformationNode used linktransformNode to connect to a cloned skeleton
Maybe I misunderstood the documentation
But as @sebavan said, the structure of your two objects are different, so using an animation built for one won’t work correctly on the other (you can see the arms of the warrior are not animated correctly, as well as the body).
I noticed that the arm seems flipped, not sure if it is related to the script I used to convert the animations from FBX to GLTF, will try later to experiment on that.
That may be because you need to set scene.useRightHandedSystem = true; just after scene creation. But that won’t fix the animation. I think the animation of the first mesh is simply not compatible with this mesh.