How to prevent attached childs from "Update Transform" when only moving the "Scene Component"

Hello,
I have an Actor with lots of components. How can I prevent the attached components from “Update Transform” when I only move the parent/scene component?

The components are all static meshes.

With ISM it works. I can update the ISM component and the instances won´t produce an extra “Update Transform”. But ISM has to less possibilities to manipulate a single instance. So I can´t use ISM.

I thought I could use a normal actor with lot´s of attached static meshes. I have almost no fps drop when they are standing still. But as soon as I move the actor or scene component each of the attached components are making “update transform”. In my opinion when moving a parent actor the child components shouldn´t produce an extra “Update Transform” because theire relative location doesn´t change.

You can easily reproduce it by spawning an actor and in begin play add 1.000 identical static mesh components with nanite enabled. When standing still it shouldn´t have much fps drop.
Type “stat game” in command line. Then when moving the actor you will have 1.000 “Update Transform” instead of only one.

The static meshs have everything disabled. (Collision, Physic, Nav, Tick, Overlap).

Is it possible to solve this with one “Update Transform” and not 1.000?