Position key for every bone in every frame?
Its ok?
Yes - it’s OK. From what I know animation file size is mostly related to number of animated bones and length/duration of animation. Number of keyframes has some effect, but if the animation calls for keyframes, reducing them will have little effect on file size, beyond making the animation shorter or reducing the number of animated bones.
Unless your asking a different question - then clarification would be helpful.
If your asking about curves or key interpolation - as long as it looks good and works - don’t worry about it.
My guess: the nodes you are exporting are using pivot, or some IK rig, or one of the features from 3DS max that are not supported by FBX.
This means that you curves will be completely baked.
If you disable compression and curve resampling in the importer, you should get the same amount of keyframes as in the original file.
For all the curves where you don’t, it’s because the format your curve is using is not supported by Unity or FBX.
To figure out which it is, you can reopen your FBX file in 3DS and see what curves were resampled by FBX itself.
If you have compression added, then all the keyframes that are left are there because they were deemed necessary to fit in the error constraints provided in the importer.