For comparison, when I tetrahedralize it, then extract the surface, no hole appears: (left is post triangulation, right is tetrahedralize → extract surface)
I do not know completely why, maybe someone with more knowledge about that algorithm could comment.
That quad in particular looks concave to me. Maybe that is why the earcut triangulation algorithm (which is in use by vtkTriangleFilter) is skipping it.
Any particular reason to triangulate? The rendering process in VTK already pretriangulates the mesh properly before rendering (that is why the quads render fine)