i don't think they're mixed up wrong; they are the correct normals but in object-space coordinates. tangent space normals are much harder and different to calculate and so blender doesn't do it for you; so yeah, lostclimate's right that you should still use xNormal.
but if you have an object-space normal-map shader on an unanimated model, not only will it look just as great, but you can get all the info you need straight out of blender and it will run faster in-game.
things like trees, barrels, rigid car chassis; anything that doesn't need significant animation could use blender's baked object-space normals i reckon.
julz