First get rid of all weird rotation angles so its easier to work with. Also set the curb and curves origin in the same position. You also don’t need the end faces on your curb object, delete them.
The kerb object origin is nearer to the curve one than it was, but still far enough away to cause problems. Moreover, you’ve now acquired some weird object level rotation in the kerb.
Despite all that, once the curve modifier is added (and set to Y as I said before), the kerb does lie along the curve when viewed from above, though at a different horizontal level.
I am still trying to make it.But the kerb still doesn´t fit to the curve.
This is what i am doing:
0.-Set rotation of the curve and kerb to x=0, y=0, z=0(but now the curve it is not in a side of my road)
1.- Select the curve and, select the first vertex and set the origin to it.
2.-Select the kerb and set its origin to the same origin of the curve.
3.-Apply array modifier to the kerb. Fit type: fit to curve; relative offset y= 1, x=0, z=0
4.-Apply curve modifier to the kerb. Object: curve ; Deformation axis: y
The final result is this. The kerb looks like if it is standed on its side not on it´s bottom