Character in the ground (Hip bone set to origin, ignores root bone)

So I havent used Mecanim in a while and I do not remember how to solve this I have a perfectly on ground character in Motion Builder and 3ds Max.
I import to unity and it seems to origin at the hips. It is driving me crazy

5032226--493286--upload_2019-10-4_15-26-58.png

This is also how it shows up in gameplay. Help, please
I tried offseting the root Y but it creates floating. I tried changing the bone for root transform but to no avail

This is a bug

Did you find a solution or work-around for this? I am currently running into the same problem when setting up an IKConstraint using Animation Rigging in Unity 2019.4.
With the IKConstraint active it immediately “snaps” to the origin once I go into play mode but the target and hint of the Constraint are not translated with the character. Everything looks fine in edit mode.