Instantiate hierarchy of entities with colliders

Hello guys.
I’m trying to make a system that can generate a pack of hierarchy entities. Root entity has LinkedEntityGroup component, child entities have PhysicsShape colliders. When I call instantiate entity from prefab, it creates all entities from this pack but without child/parent relations. But if I add some collider on the parent entity - everything works just fine, child entities follow the parent entity, when it moves. What kind of magic is that?

root entity:

child entity:

A little bit more info:
Entities version 1.0.11
Code that instantiate the root entity (with child entities inside it):

public partial struct RoadSpawnJob : IJobEntity {
    public EntityCommandBuffer Ecb;
  
    public void Execute(
        Entity entity,
        ref RandomComponent random,
        in DynamicBuffer<RoadSpawnerBufferComponent> spawner,
        in LocalTransform transform
        ) {
        ...
        Entity spawnedEntity = Ecb.Instantiate(spawner.Prefab);
        ...
    }
}

public partial struct RoadSystem : ISystem {

    public void OnCreate(ref SystemState state) {
        state.RequireForUpdate<EndSimulationEntityCommandBufferSystem.Singleton>();
    }
   
    public void OnUpdate(ref SystemState state) {
      
        EntityCommandBuffer ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>().CreateCommandBuffer(state.WorldUnmanaged);
        ...
        new RoadSpawnJob {
            Ecb = ecb
        }.Schedule();
        ...
    }

}