DOTs and code reload. An impossible combinaison?

I’m having an issue with DOTS and code reload in Unity. The problem is that when I reload the code in the IDE, everything that was “Baked” and the World disappear.
With standard Unity Entities (MonoBehaviour), I was able to catch the code reload and rebuild the data at the right time to keep things running smoothly. But with DOTS, I don’t know how to handle it if nothing is “Baked” after the reload. Is this normal? Is it something people just avoid doing?
If that’s the case, what’s the point of keeping Play mode active after a code reload if it’s impossible to make it work and you always have to return to the pre-Play mode state?

Authoring:

using Unity.Entities;
using UnityEngine;

public class EcsAuthoring : MonoBehaviour
{
    private class Baker : Baker<EcsAuthoring>
    {
        public override void Bake(EcsAuthoring authoring)
        {
            Unity.Entities.Entity entity = GetEntity(TransformUsageFlags.None);
            AddComponent<EcsTag>(entity);
            Debug.Log(" ✓ ECS Authoring Baked !");

        }
    }
}
public struct EcsTag : Unity.Entities.IComponentData { }

Editor Monobehaviour:

using UnityEngine;

public class TestEcs : MonoBehaviour
{
}
//#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using Unity.Entities;

[CustomEditor(typeof(TestEcs))]
public class TestEcsEditor : Editor
{
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        GUILayout.Label("Do World exists ?   " + (World.DefaultGameObjectInjectionWorld != null ? "Yes" : "No"));


        //if (World.DefaultGameObjectInjectionWorld == null)
        //{
        //    Debug.Log("RECREATE A NEW DEFAULT WORLD");
        //    World.DefaultGameObjectInjectionWorld = new World("Default World");
        //}
        EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
        EntityQuery query = entityManager.CreateEntityQuery(ComponentType.ReadOnly<EcsTag>());


        GUILayout.Label("Do EcsTag Singleton exists ? " + (query.HasSingleton<EcsTag>() ? "Yes" : "No"));

    }
}
//#endif

Results:

When I start I have the working “Do World exists ? Yes” and “Do EcsTag Singleton exists? Yes” and can see the EcsTag on Entities Hierarchy.

But when I update the code and Unity reload the code I just have “Do World exists ? No”, on Entities Hierarchies a message “Entity baking can only be previewed for GameObjects baked by a SubScene” (I am on a SubScene who was baked) and a null exception:

NullReferenceException: Object reference not set to an instance of an object
TestEcsEditor.OnInspectorGUI () (at Assets/SimplifiedVersion/Scripts/Editor/TestEcsEditor.cs:21)

I tried to recreate a new world but obviously it’ll fix the null exception but nothing will be on it.