Blender FBX export creates Armature as root bone

Bascially, I imported a first person rig from an asset into Blender and try to export it again. When I open the .FBX in Unity however it uses the armature as root bone, not the actual root bone of the FBX I imported.
The import settings I used are in the upper left corner of the attached image, in the upper right is the Blender Outliner, in the lower left the export settings and in the lower right I pulled both the original .FBX and my edited (not really edited, only imported and re-exported) into the scene to compare the hierarchy.
Is there a way to prevent Blender from creating the armature as a root bone?

I’ve run into the same problem and didn’t have any luck so far with the widely used solution of adapting the fbx_export_bin.py file to skip type ‘ARMATURE’ - it’s still created no matter what.

Any ideas?