Thanks Dreamora,
actually this is a bit more complicated than just copy pasting an already existing FBX 
Why I want to be able to recreate an FBX hierarchy in a new asset is because I want to manipulate an imported FBX. As editing imported FBX is forbidden, we’re forced to recreate an identical asset, and then do what we want to it.
So I would be in the second scenario you described : create a new hierarchy (from an existing uneditable one).
I’m precisely updating assets manually, but it keeps crashing or showing me leaked components, unless I manage to find the function to use, in the right order, to the right hierarchy level.
For example, If I create a new rootGameObject, put every cloned components and child gameObjects into it, and then use CreateAsset(rootGameObject, “anyPath”) , it doesn’t work. Unity tells me that its child components are leaked and then delete them. On restart, nothing is saved and the file only points to an empty GameObject.
For it to work, I have to first CreateAsset(new GameObject), and then AddObjectToAsset() some components into it, like AnimationClips and Mesh. If I add all the components, it will crash on reload.
At my actual point of achievement, I can only succeed at correctly reproducing the root gameobject, its self components, and its animationClips.
No leaked components anymore.
But I’m stuck with nesting to this new asset all the original FBX child GameObjects : I can add child gameObjects to the root asset, but according to native Unity FBX hierarchy, we can’t add every childs into the root asset. We have to add only its first childs, and then nest their own child into them.
→ Anytime I try to perform AddObjectToAsset() on these child GOs, they just ignore any parenting I assigned, and show to be nested to the root asset.
It’s such a pain 
But thank you for your interest, that’s kind.