I have a question about 3D model axes and default orientations. I'm well aware this just comes down to convention... I'm asking what the most common convention is.

Assume (arbitrarily) a DirectX style left-handed coordinate system: +Y points up, +Z points into the screen.
Assume my game engine, rendering API, modelling program, file format, etc all agree about this so no conversions are involved.
Assuming I'm modelling a human character.

The modelling convention seems to be to model the character such that they face the default "camera". So they're standing at the origin and looking out of the screen (they're looking along -Z in the axes I defined above).
For usage in a game, isn't that backwards? If I increment Z to move the character "forward" in the world, they'll go that direction while still facing the camera and end up moonwalking.

Do I just need to accept this and add an extra transform somewhere, or maybe add some flags to auto-rotate everything?
Is the convention different for characters vs objects like cars?