Inacse anyone is interested in my initial problem:
Coming from Monoworld and OOP, i prototyped my (3D) game, which requires spawning and despawning up to 1500k animated units within just a second. Looking at profiler that time, this lead to microlags where physics spiked to high in one frame (eventhough i used pooling and coroutines).
I then recoded everything using HPC# (removing managed lists, dicts, replacing them with arrays, shrinking code logic, etc). I also distributed spawning among several frames. But this still is not enough, it still feels not fluent and spawns > number 500 - 1000 units cause still microlags.
I then heard about DOTS, which seemed the solution to my problem. But turns out it is not production ready and i couldnt make my game in the current state of DOTS (1.0).
I was then pointed out to use bursty and the jobsystem without Entities, to get the benefits of multithreading.
...and here i am now, trying to multithread the actions that caused spikes in mainthread.