The screenshot is tricky because it's showing the reflection on the bottom of the box like a glitch, but it's just how the geometry and materials work there. That's funny.
I made some screenshots:
Substance_iRay.png - I get the same render as your screenshot, but it's more clear what that weirdness is. Metalness in PBR basically means 'only receive light from reflections'. Direct light won't affect them. So the dark stripe reflected in your render is the bottom of the crossbar which is unable to get light on it. Which totally looks like a uv glitch, and I can see how you might have been frustrated hearing that when it isn't. I don't know if you consider this broken or not, but if you do the easy fix is to either make it less metallic, which just means 'accept light' with your current settings. If you go to your Reflector layer and start turning down metalness, you can see the problem basically fade away. Now, maybe you don't think it's a problem and then just ignore this.
In 3dsmax - So if color management is set to off and the render is not looking right, I guess I don't understand how color management is to blame. Maybe I am misunderstanding part of the problem. ok, some screenshots:
Open File and Render.png - You can see the normals are a bit wonky, but ignoring that, the colors are bright and not at all dark like your original screenshot. Now... you are using exposure control so when I turn that off I get a dark mess similar to your top image but darker. (No Exposure Control.png).
Hide Lids and Render.png - So I hide the lids and I can see the glass material is misbehaving. I also noticed there is no opacity map plugged in which means you're depending on the base color, and it's using png transparency. These are notoriously problematic with high end renderers because of differences between transparency and alpha. It can also be problematic in realtime stuff when what is behind the glass is attached to the same object as the glass. I digress... The problem is your texture map is set to interpret image alpha, which pngs don't have. (They have transparency.) So, maybe trying a different texture type for the albedo would help. Or as an alternative, use a mask or something that represents the transparency as alpha in the cutout opacity channel.
So as I test I isolate only the 'glass' parts and do a render. (Lids Only Alpha.png). That's weird... those are supposed to be transparent right? They aren't, at all. No wonder we can't see through them.
So I plug the base color map into the opacity cutout channel just to see if it'll be transparent, and it does go transparent. (I know that's not the right map, it's just a test.) (test opacity.png.) Ok, now things work right.
So, the problem is your material setup and texture format for the glass. Try an image format that uses alpha instead of transparency if you have an object behind it that's part of the same mesh, and use the cutout opacity channel if needed. TGA's work well for this or a black and white mask image for the cutout opacity.
At least, that's how I'm reading this. Since plugging anything into opacity makes the glass suddenly see through, that's where I'd begin.
Best Regards,