Unity DOTS Entities EntityQuerryBuilder causing a leak warning

So I have started using DOTS Entities 1.3.8. Faced an issue warning of a leak that I don’t know how to interpret, need help. In the ECS system, I am building an entity query with certain components. As a result, I have a leak warning that says my code is using allocation, which is causing a leak. If I add my query’s Dispose procedure to my system’s OnDestroy function, the leak warning goes away, but I get another error that says there is no need to manually dispose of the query because it will be automatically disposed of with the system it belongs to. My code for creating the query and the errors text are attached. I hope there is a good wizard :mage: here who can explain me what the problem is.

Leak warning

`Found 1 leak(s) from callstack:
0x000002671fada103 (Mono JIT Code) Unity.Collections.Memory/Unmanaged/Array:Resize (void*,long,long,Unity.Collections.AllocatorManager/AllocatorHandle,long,int) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/Memory.cs:79)
0x000002671fad9fc3 (Mono JIT Code) Unity.Collections.Memory/Unmanaged:Allocate (long,int,Unity.Collections.AllocatorManager/AllocatorHandle) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/Memory.cs:20)
0x000002671fad9d83 (Mono JIT Code) Unity.Collections.AllocatorManager:TryLegacy (Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/AllocatorManager.cs:1097)
0x000002671fad9b6b (Mono JIT Code) Unity.Collections.AllocatorManager:Try (Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/AllocatorManager.cs:1129)
0x000002671fad9adb (Mono JIT Code) Unity.Collections.AllocatorManager/AllocatorHandle:Try (Unity.Collections.AllocatorManager/Block&) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/AllocatorManager.cs:614)
0x000002671fad9833 (Mono JIT Code) Unity.Collections.AllocatorManager:AllocateBlock<Unity.Collections.AllocatorManager/AllocatorHandle> (Unity.Collections.AllocatorManager/AllocatorHandle&,int,int,int) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/AllocatorManager.cs:105)
0x000002671fad96fb (Mono JIT Code) Unity.Collections.AllocatorManager:Allocate<Unity.Collections.AllocatorManager/AllocatorHandle> (Unity.Collections.AllocatorManager/AllocatorHandle&,int,int,int) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/AllocatorManager.cs:126)
0x000002672ac1e5f3 (Mono JIT Code) Unity.Collections.AllocatorManager:Allocate<Unity.Collections.AllocatorManager/AllocatorHandle, Unity.Entities.EntityQueryBuilder/BuilderData> (Unity.Collections.AllocatorManager/AllocatorHandle&,Unity.Entities.EntityQueryBuilder/BuilderData,int) (at ./Library/PackageCache/com.unity.collections@2.5.1/Unity.Collections/AllocatorManager.cs:131)
0x000002672ac1ded3 (Mono JIT Code) Unity.Entities.EntityQueryBuilder:.ctor (Unity.Collections.AllocatorManager/AllocatorHandle) (at ./Library/PackageCache/com.unity.entities@1.3.8/Unity.Entities/Iterators/EntityQueryBuilder.cs:102)
0x00000267a115badb (Mono JIT Code) Game.DOTSProto.Controllers.QuadrantSystem:OnCreate (Unity.Entities.SystemState&) (at C:/Users/Koffe/Documents/GitHub/Huminkind/Assets/Scripts/DOTS-Proto/Controllers/Drones/QuadrantSystem.cs:68)`

My code

public void OnCreate(ref SystemState state)
{
      AsteroidsQuadrantMap = new NativeParallelMultiHashMap<int, QuadrantAsteroidData>(0, Allocator.Persistent);
(it's line 68 )      _astroidsQuery = new EntityQueryBuilder(Allocator.Persistent).WithAll<Asteroid>().WithAll<LocalTransform>().Build(ref state);
      _random = new Unity.Mathematics.Random(1);
}
public void OnDestroy(ref SystemState state)
{
     AsteroidsQuadrantMap.Dispose();

     //_astroidsQuery.Dispose();

     //no need to dispose _astroidsQuery
     //Note that queries created with GetEntityQuery() should not be manually disposed; 
     //They are owned by the system, and will be destroyed along with the system itself.

}