I figured I'd post an updated and complete answer for 2019. Credit where it's due, this is based off valmo's answer, includes some items from Konstantinos Roditakis's answer as well as some additional info I ran into.
Anyway, as of version 0.9.9 you can still use the experimental matrix decomposition: https://glm.g-truc.net/0.9.9/api/a00518.html
First, and the part I am adding because I don't see it anywhere else, is that you will get an error unless you define the following before the include below:
#define GLM_ENABLE_EXPERIMENTAL
Next, you have to include:
#include <glm/gtx/matrix_decompose.hpp>
Finally, an example of use:
glm::mat4 transformation; // your transformation matrix.
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(transformation, scale, rotation, translation, skew,perspective);
Also, the Quaternion, as stated in Konstantinos Roditakis's answer, is indeed incorrect and can be fixed by applying the following:
rotation = glm::conjugate(rotation);