EntityBuffer.Instantiate without Translation and Rotation

I am creating entities from prefabs generated in subscenes and when I instantiate them they always instantiate with Translation and Rotation comps. I find I often get weird results because they interplay with LocalToWorld and LocalToParent depending on update order. I am happy to just directly work with LTW matrices.

Is there a way to instantiate these prefabs without these components auto generating from the Authoring?

Currently I am just removing them with the ECB at instantiation but that is a bit annoying to have to remember.

Not a show stopper, just a nice to have.

Use authoring conversion work flow to create prefab as normal.
Create system which modifies entities prefabs at conversion time.
Use modified as normal, for instantiating new entities.

Thanks for the suggestion. I keep forgetting that ECS is more about creating quick entities at runtime.

I guess I’ll just add an authoring component to whatever I want to have the rotation and translation removed and run a system to remove them in the init phase.

Thanks!