I have the same problem.
I found a car model, trimmed it in Blender, and imported it into version 4.8 and it looks correct, but as soon as you start it, the camera and driving thinks it is 90 degrees off. When looking at the skeleton parts, they are all pointing their X-axis forward, so it looks like it should be correct. I spent hours testing the coordinate systems, because to start with my Blender version had the Y-axis as forward. I tested rotation on import, I tested changed axis on export, and I finally got around to rotate the model in Blender so I could just directly import it with no changes, but the camera still didn’t want to cooperate.
I never knew it could be so hard to rotate things in 3D programs. All I wanted was to rotate everything 90 degrees around an axis. I ended up having to set my vertex child wheels as objects just to have them almost rotate along. Because my pivot point wasn’t perfectly central I had to make minor adjustments to the wheels after rotating. Weirdly enough if I set them to vertex instead of objects again, they return to their old locations (Where do they even find this position information?). One would think that after rotating that stuff, they’d stay put, but the 3D world of modelling seem to not be designed for ease of use.
So I’m currently taking a break from this mystery, and I hope there isn’t some ancient 3D Voodoo going on where the wheels act on their past vertex positions in a reverse coordinate system instead of where they are visibly located.