StaticOptimizeEntity in SubScene locks the chunk, removing the capacity to add/remove components

So, a few posts talked about this issue, but I couldn’t find any response on this. Like the title said, adding a StaticOptimizeEntity on a GameObject in a subscene locks the chunk of the resulting entity. If I try to add or remove a component on an entity created by a GameObject with StaticOptimizeEntity in the subscene, I get the exception:

InvalidOperationException: Cannot add components to locked Chunks. Unlock Chunk first.

Is that a bug, or is that by design? It certainly looks broken, since a pretty basic ComponentSystem can break if it acts on locked chunk. Is there a workaround, since I would like to have the optimization of the static component without the limitation of being unable to add and remove components.

Well isn’t that exactly what static means. It can’t be changed.

This seems very useful for someone who actually wants static entities that can’t change.

Thing is, it seems it’s only happening with subscenes, not ConvertToEntity.

Also, if that’s really by design, I think it should be split into multiple options. An entity that won’t ever move is not the same than an entity that cannot be added and removed components, and vice versa. That’s 2 very different behaviours.

And while we’re on the subject, I’d like if there was a way to convert a gameobject while removing everything related to the transform, even the LocalToWorld. Sometimes, the transform data is just useless for our use case.