In case of BIM, a model can contain thousands of small meshes with difference transformation, but with few material, that fits the case of Multi-Draw Indirect, which spec has not finished for webgpu, but already for native platforms like opengl or vulkan, in some third-party benchmark, Multi-Draw Indirect can have the performance similar to single mesh.
But since it is not fully finished on web, WEBGL_multi_draw also worths consideration, there is a feature request for babylon.js, and three.js has already implemented it with BatchedMesh.
After the introduction of Compute Shader of webgpu, there is also an option to use Compute Shader rasterization instead of hardware ones, giving devs more fine-grained control on performance turning, and it shows even better performance than Multi-Draw Indirect.