Then the next question is why your asset formats require such heavy processing after loading. Normally you'd convert any data into custom engine formats in an offline step in the asset pipeline so that the files can be dumped directly into memory ready for the engine (and 3D API) to be used without an expensive deserialization process.
FWIW, POSIX style multithreading in WASM is supported everywhere for a while now again (it was disabled after Spectre/Meltdown) but is locked behind special COOP/COEP HTTP headers for security reasons (so you either need to be able to configure the web server to return those headers, or use a service worker to inject the headers on the client side.