Why is Instantiated object's scale changing?

I have very simple code to instantiate a prefab object that is set like so many tutorial examples I am currently following. I am finding however, that my object below has a scale changed to (2, 2, 2), instead of (1, 1, 1). I have to have that last bit of code to fix it, setting the localScale. But, I don’t understand why I need to do this.

itemListContainer is a VerticalLayout container. Is the layout script setting my object’s below with this scale? Where is it coming from?

 public void LoadItems(){
	Vector3 position = itemListContainer.transform.position;
	Quaternion rotation = itemListContainer.transform.rotation;
			
	foreach (Transform child in itemListContainer.transform) {
		GameObject.Destroy(child.gameObject);
	}
	
	foreach (GameSpriteData o in spriteList) {

		GameObject itm = (GameObject) Instantiate(storeItemPrefab, position, rotation);
		itm.transform.parent = itemListContainer.transform;
		//itm.transform.localScale = Vector3.one;
		
	}
}

And, I found the solution. “Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.”
Unity - Scripting API: Transform.SetParent

Just use the Instantiate() method overload that takes as third parameter the worlPositionStays boolean, instead of using another weird method