Prevent unity from scaling vertex data before they are sent to the GPU

If I procedurally create a mesh and associate it with a GameObject whose transform I applied a scale operation, unity scales my vertices before sending them through the graphics pipeline (supposedly at the moment when they are stored in the VBO).
I do not want this.
How can I prevent unity from messing with my vertex data? I want the scale operation to be applied by the Model matrix instead.

Thanks

Use Unity 5.

You could make a shader which un-scales the vertex coordinates to restore them?