Incorrect animation on root position/rotation

Hello, I have a problem. I have imported an animation from Mixamo. The character in Unity correctly includes also the animation clip (DyingBackwards):

If in the project window I select the character and I go to the Inspector, I can preview the animation and in the preview it works fine.
wkwqt8

But if in the project windows I select the animation clip in the “hierarchy” below the character and I preview it in the inspector, I see that the joints are animated correctly but the root position and orientation are not.
wkwqt8

If I CTRL+D the clip in order to use it in a character timeline, unfortunately the result is the “bad” one, so the animation is basically useless.

I’ve tried to change lots of parameter in the rig tab (humanoid/generic, etc.) and in the animation tabl (root position/rotation) with no results.

Can you help?

I have seen that, if in the Animation tab, Motion ->Root Motion I select the root node of my character, the animation works well.
However it is played well only if it is in the “original” locations stored in the animation keys. If I want to translate my character elsewhere (I do it by adding another animation track in the timeline, storing position and rotation keys) it doesn’t work, I believe because animation root position and translation are overridden by my keys.

Is there a way to translate a character so that the animation plays well in whatever place, without having to set root keys in another animation track? Or in any case a way to make the root animation “additive” with respect with the current position/rotation?