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I have a 400k TRI human which has been remeshed to a 50k TRI low poly human.

I have baked both the diffuse and the normal maps onto the low poly human. However, the normals do not appear to be displaying correctly on the low poly.

The .blend file is available for download here: https://drive.google.com/file/d/1WWoylzP5XP5UDpWcqBmFX8DC4-niLnet/view?usp=sharing

What is wrong with my model?

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See your current normal map, it has incorrect colors that are out of the spectrum of a good normal map:

enter image description here

Actually the bake went bad because the surface of the high-poly is going through the surface of the low-poly:

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In that case you need to give a bit of Extrusion to the bake, like 0.1, it means that you want the rays to start a bit away from the low-poly surface in order to be able to catch the high-poly surface:

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Here is the result, not perfect because the ray still hits inverted normals but you can correct with a bit of painting if it causes artefacts:

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Here is how baking works (blue arrows are the normals of the mesh, dotted arrows are the baking rays, h is for high-poly, l is for low-poly):

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If the surface of the high-poly goes beyond the surface of the low-poly, the rays will miss these faces and will hit the inverted faces that are further inside the mesh, therefore the bad colors:

enter image description here

If you give a bit of Extrusion to the bake, you ask Blender to start the rays above the low-poly surface, this time it will be able to catch these surfaces:

enter image description here

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