Are you using any secret, non-public or industrial light and magic in-house version of Maya?
CG 101
Materials and Lights are unique per render engine and cannot be transferred over easily. Even in 2021, manual tweaking is required to match lights and shaders of different engines since there is still no unified way of describing a shader or lights. MaterialX is quite promising though.
How it really looks like in Blender and Maya
Importing the provided obj file into Maya 2019 and starting the render leads into a black screen because there are no lights in the scene (warning). When importing the obj into Blender and switching the Workspace to Shading on the other hand, gets us a good looking preview instantly:
Note: 'Alpha Blend' is enabled for the glass material (requirement for glass in eevee).
Wavefront obj
In the first image you provided, you can clearly see that a light was added to the scene. If you read about obj files: https://en.wikipedia.org/wiki/Wavefront_.obj_file, you'll see that obj is a pretty old geometry file format and neither supports lights nor modern complex glossy plastic shaders in order to exactly match a product by apple:
OBJ (or .OBJ) is a geometry definition file format ...
although still widely used, is outdated and does not fully support later technologies such as specular maps and parallax maps.
However, both DCCs trying to get the most out of the obj file in order to full-fill modern requirements (like the principled shader).
Related: .fbx export why there are no materials or textures?
Subdivisions
Adding subdivisions is not nessessary, the geometry is already pretty bad and messed up. I guess the author applied the subdivision before publishing the model to cover up any mistakes:
IMHO the geometry is not intended for any close-up shot of the apple logo. Also Maya's viewport is based on a specular model so glossiness is all over the place.
Further reading: topologyguides.com